Neither, think modularity. A has hints of that but falls short. Save yourself 50-75% of your total texture size and poly count, thats where it really pays to optimize, is in the textures.
Hey All! I am currently working a modular environment project. As of now, I am transitioning from my blockout to more finished pieces in my kit. I am also working on getting my lighting in a place where its not as distracting as it is right now. My goal with this project is to get a look similar to that from the God of War…
Jordan and Gamedev are right. Ideally you would want to separate that mesh into modular chunks anyway for a number of reasons. You'd only have to do like 2-3 seperate pieces.
It's been while, but I finally got a chance to start working on the scene again. I've finished up some of the modular pieces and started testing some of the lighting and materials in my scene.
@ridley075 Thanks, i'm looking forward to finishing these up over the weekend and starting on some new props. Work my way up to some modular buildings and outdoor organic stuff.
Then you're not Valve's target with this product. They're trying to get in on the console market it seems and other people without gaming PCs. Price and modularity will play a huge part in how this plays out
*cock tease* Slightly makes me want to go out and buy a ps3 for this. Can we see any seperate piece breakdowns/? or like a quick slap out of the modular peices?
This thing is huge.. beveling the edges certainly won't be a waste. Unless the player can't get close to it. You can still use a modular approach.. it's not like using more geo prevents that.
Wow man looking great definitely improvement from page 1 keep studying that anatomy. I think your modular pieces came out great that bench it pretty cool.
Got a little time to work on this again. Started experimenting with some exterior. Made a modular rock and built some cliffs. Grass is super temp. Edit: Here's another view of the rocks: