hi guys
i have some little question about environement creating
1 - when we start making a environement ! we blocking the scene and we start making hipoly object and after that we baking and texturing , right ?
but i see a environement for jason :
![preview23.jpg](http://img687.imageshack.us/img687/9619/preview23.jpg)
He start with making the low poly not hipoly stuff
![:( :(](https://polycount.com/plugins/emojiextender/emoji/twitter/frown.png)
?
wath is the right way to make a environement ? ^^"
Replies
However, Jason's scene there IS a blockout, as it is labeled. He blocked it out with representative low poly meshes, and not simply solid blocks. I do this all of the time myself. For example, this is an old blockout I did several years back. It only took about an hour: http://chrisholden.net/gallery/images/thewall02.jpg
?
Like Chris said, do what feels right to you. It's possible to do the low poly then the high poly, or vice versa. Some people even prefer to model a mid-poly version first, which can easily go either low or high after it's done. It just depends on what's best for you personally, there is no right or wrong.
but when i make a environement , when i export it to udk , have to export object by object
and replace them again in udk ...
The main problem with this method is you completely lose the benefit of instancing your static meshes, but if it's just a portfolio piece and not a actual game level you plan to play in then it should be fine.
The best way to really do this is to make your scene in UDK with blockout meshes rather than in Max. Then when you reimport the real low poly meshes they automatically replace the blockout meshes. As long as the final low poly meshes have the same names and pivot positions as the blockout meshse it works perfectly.
If your really interested in the workflow of jasons level more
he made a breakdown of his 'demon throne'
http://vimeo.com/11803973
check it out, there's like 9 videos
Jungsik :
- Import the whole blockout (remove trims if needed) into UDK.
- Reimport one by one in chunks, modulating what needs to be in chunks, tracing it over the original shell blockout.
- After that is done, delete the shell blockout, and now you have your somewhat UDK broken down version to work with and dress.
Although It's a lengthy process, I wonder if there's anything out there which can tell UDK to recognize non combined meshes other then materials, like ZBrush does with polygroups. That way we could export non combined environments into the UDK, and have them set as workable chunks with correct pivots... oh the day.
that Great