I have never made anything for an MMO before and was wondering if it's similar or the same in terms work flow in modeling, texturing and restrictions in textures and 3d models for environments created for a FPS. I'm doing an art test at the moment for an environment position. I don't really have any limits it just has to work for current gen (next gen in my book) MMO games. I have to model a scene. If I make my models in the quality of say HL2 is that good enough for an MMO needs or is there more to it. For example if I make a trash can should I model it so the lid and trash contents fall out? Is that the kind of detail I have to add to my props? Thanks.
Alex
Replies
For some kind of mmo like city of heroes or some other mmo like that, the only case you'd probably make the lid and trash contents would be if there was some kind of event where you'd interact with a trash can (looking for clues) and then there'd be some kind of spilling animation made for it. Kinda like in Diablo where you can smash open pots and barrels.
Alex
To keep things current I think it's a good idea to do normal maps like you are planning, as well as specular color/level maps.
The cost/time per aset usually has to be kept low because most MMOs have huge amounts of content, although that doesn't necesarily mean keeping detail low. Once again it all depends on the specifics of the game, though.
Kevin I just looked at your site I really liked your work.
You have to shoot for the lowest denominator a lot of times. MMOs don't want to lose 1/4th of their possible market because they can't run it on their machines. So, instances are always a good thing. Even on consoles you have to stream levels. With as many badass looking normal maps and "next-gen" graphics that Gears of War had, you also have to remember that each level was very intelligently streamed and was relatively small.
In short, there is no "right" answer about MMO's. You can have relatively "high" graphics and texture sizes by today's standards, but you have to be working in a situation where streaming and instances are key. Otherwise, giant open worlds can't realistically hold hundreds and hundreds of normal / spec / diffuse maps.
Keep in mind that polygons aren't your real enemy anymore so much as texture counts / sizes. Standard GPU's and CPU's aren't as ancient as they used to be.
If you want to be efficient with MMO or online objects, stick with "smart" modeling, but keep the textures very very well thought out.
Based on some stuff I was looking at on your site (I'm digging the evil little tank), I would suggest modeling future pieces with about 2-3 times as many polys as you use for your current stuff.
Alex
The same idea of using a detail texture can apply to normal maps as well. Look at Gears of War and Halo. They try to make up with having to use smaller res normal maps by having a detail texture add noise to the normal map. Although sometimes it can be overdone, and can make everything look like it's made of sandstone, or english muffin.
It also doesn't really matter how you make your normal maps. As long as they look good and get done on time.
Alex