Have any of you worked on environments that used tile segments? Something similar to the sims, or any console-based level editor? I've never dealt with anything like this before, and I wanted to try it out for a change.
Are there any good tutorials or suggestions you guys have, on keeping things consistent? Having edges always match up, or having the pixel density match?
I can think of a few ways to do this, but they're all a bit time consuming.
Replies
matching edges is pretty crucial for it. I didnt do the modelling but friend set up his stuff so that he duplicated the outer edges of the various tileedge types. and basically built the "inner" meshes for variety.
be aware that if you want full support (ie all possible combos) that it will be lots of work.
texturing indeed should match as well. for cliffs or stones or other stuff you can have overlaps which are hidden, but mostly you need to make sure edges match (also normals, though that could be done in code).
You're dead on, Adam. It's modular environment pieces.
Once I finish the scene i'll be writing about it more.
as you may already know, most the real life buildings/structures are built like that, they then have weather/life/usage alterations that make them unique, keeping this process in mind shows how good is modularity, even if you are merging everything in the end of cpu/gpu optimization, it will make your environments look more solid and beliveable(and save you a LOT of time, plus level designer will love you and will want to have babies with you - true story ).
so lets say if you make a coridor(simple inverted box, same material all around), you make one poly and Uv to a certain (tilable)texture. Then you would paste that polly around to crate your 4 sides? *in very simple terms* and there you have your coridor?
http://chrisholden.net/tutor/modular.htm
In actual execution, it would be taken MUCH farther than this. Another good example, is check out miniatures for table top game environments.
I'm also assembling an environment with modular pieces. Currently, there's a single wall, entryway, alcove and floor piece snapped around the room on a 256 grid.
http://chrisholden.net/dm01_floor03.jpg
(very, very WIP)
If you were using unreal, you could do these all as individual static meshes and just copy/paste them all around.
If you were assembling the scene in max/maya (or whatever), it might be better to weld all your verts when you're done. Again, this is really up to your engine. Test, talk to your programmer, etc.
I've always built individual meshes with their own texture - nothing that has to share quite as much as those pieces do (like your building example).
Thanks.
Don't texture the pieces with tilable textures. Each piece is unwrapped so that the textures will tile from piece to piece, not tile within the piece. This goes for most environment stuff, but make sure each piece is as close in texel density as possible; besides a uniform density it'll make it easier to paint seamlessly.