I would just say that for me the hardest part to creating an environment in the flooring of the level. I would like advice and screen shots of wire frames of game levels that you guys can show. Hopefully current work like mass effect 2, uncharted 2, gears 2, really could be anything. I was just playing mass effect 2 and looking at the flooring of the ship and I could not tell if it was planes that were cut and unwrapped or models that were set together or both... hopefully this doesn't sound confusing.
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If time permits, I may even sculpt some tiles in zbrush and bake those out, but most of the time just using textures and creating a normal from that is enough... sorry I don't have any images for you, I'm on my phone atm and not near a computer
when I see something like the image below from mass effect and I dont think they used any BSP for the scene.
Do most people build out the ground in maya or max and then just put a collision box on it and call it a day or do they use BSP cubes?
while playing the game I was just thinking of their methods of design. Did they make the entire flooring/scene in max or maya all at once? Are most levels built out entirely in max or max and then everything is imported?
The only thing you have to worry about is what the collision is doing.
So long as you understand what the player needs to do, and how they need to traverse the space in a particular area, you should be able to figure out what the collision needs to do ... this usually comes from a prototype of the level/space. After you know what the collision needs to do, then you decorate it.
Most things can be achieved with static meshes (ue) in combination with BSP and/or height-field terrain.
I was under the impression that floors in UE had to be bsp or terrain.
Is this not or no longer the case?
As for ME, I am going to say all static mesh. It's a relatively small scene on the Normandy, so to deal with the massive amounts of StaticMeshes/Actor counts, you have doors/elevators/long hallways which serve as loading points.
I might be making to much of this. I just find it interesting to disect art.