I've been playing through Divinity OS:2 lately, and been in awe at a lot of the environment art. It's a gorgeous game. Im trying to decipher how a lot of this stuff was made, and from looking at artstation, it seems a lot of the props were kitbashed to make different versions of one another, mainly the wood props. But when I look closely at all of the structures in the game, it seems like a lot of things were sculpted. The top caps of walls (though the walls themselves have tiling textures), pillars, floors, stairs, etc. Seems like there are a lot of 0-1 textures happening throughout.
I was working in an UE4 project recently where I was getting warning popups saying my texture memory was reaching its limit (with a 512 per meter texel density), and I didnt have nearly as many textures happening as I think I see in DoS:2.
Are there some under the hood tips/tricks I should be looking out for? Does DoS:2 just use a lot of kit-bashing to limit texture memory?
Replies
One of the env artists describes some of the reuse strategy here
https://www.artstation.com/artwork/3nVPB
Mostly tiling assets, with a few hero pieces. So then its up to talented world builders to flesh out the dungeon blockouts and make things look just unique enough.