I got UT3 yesterday and was checking out the levels. I was surprised by the lack of static meshes compared to what i was expecting. It seems that for MOST of the level detail, it is just editor geometry applied with textures.
I was looking to create a Custom UE3 environment for my portfolio, but am still trying to learn which objects i should do as textures on brush geometry, or as actually static meshes. Im almost starting to think nearly all the actuall "level geometry" even some of the mid range architecurally detailed peices are infact, brushes created from within the editor, applied with textures. Ill have to get some pics together to show examples, im really curios how this is done. Thanks!
Also do you guys think most of the detail in a UE3 texture is modeled out, or just painted and normal mapped?
-Buddikaman-
Replies
http://boards.polycount.net/showthread.php?t=53002
Yuppers. That's very common from what I've seen as well.
buddikaman - I'd say most of the detail in UT3 is just normal mapped. The engine excels at shaders and that's what it uses quite a lot of. The development pictures we've all seen along the way are quite different than what the game released with. Even on the highest settings, the texture and polygonal detail isn't like the images released prior to launch.
As for the amount of static meshes, I think that really depends on the level designer. I've seen a ton of maps (as Ryno said) that are nearly all static meshes. I've also seen a few that are mainly brushes. It's all up to the designer I suppose. But to be honest, you will never get the fidelity with brushes that you can with meshes.
http://boards.polycount.net/showthread.php?t=53002
What the tutorials suggest is to make a bsp shell of what your level is going to be. Once you have that you start adding structural meshes. Some people flesh out the entire level with bsp and then test the level to see how it plays before they replace most of it with static meshes. Once they flesh it out and have tested it they export the brushes as obj to use them as a template.
Alex
Sometimes a little bsp stays in the level for some floors or walls, but often times it's nearly all deleted as it's replaced with static meshes.