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scene creation technicalities.

polycounter lvl 8
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Olli. polycounter lvl 8
Hey i was wondering if someone with more experience could help me out a bit.
Currently i'm creating a scene, which is an urban environment. Its basically a square in the middle of a city.
I'm fully capable of creating the scene, but Im not sure about a few things related to how my creations will work in a game engine (cryengine 3)

first of all, how much modularity should i be using?
should i be cutting up larger objects to take full advantage of the LOD system?

also could someone maybe explain a generic workflow of creating an environment for a game, just so i can compare it to what im doing and see if i could further improve my own workflow.

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  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    Crytek suggest to use big chunks for using mudular pieces in their engine. I believe you can read about that somewhere in the documentation but it's also what some of their artists told me. Basicly for a building you wouldn't make a module for each window piece but a big module that covers 2-3 floors of the building.

    As for the workflow. I would start with blocking out the scene in sandbox with solids. Then export that to your modeling program so you get a good idea about the proportions. Then make some very simple placeholder props which have the size and roughly the shape of what you intend to do, put them in sandbox, if everything fits and you're happy with the proportions then start working on the actual props.

    For modular stuff make tilable texture sets first and model then not the other way around. It's less time consuming because you can uv some stuff while you model and see instantly if everything fits and looks good.
  • Hupie
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    Hupie polycounter lvl 12
    You could read my making of report of my metro station scene i made in UDK:

    http://hupie.deviantart.com/gallery/#/d2p52m2
  • Olli.
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    Olli. polycounter lvl 8
    For modular stuff make tilable texture sets first and model then not the other way around. It's less time consuming because you can uv some stuff while you model and see instantly if everything fits and looks good.

    oh thats a good tip :P i probably would have done it exactly the other way.

    and thanks Hupie i'll definately give that a read
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