I'm not sure if you want flythroughs with the whole level visible at once, but LODs is a great start to handling that. As for performance issues on the ground level: My layout should be taken with a grain of salt, it's just kinda demonstrating how you can use your modular assets to help with performance issues. Right now a…
@JLHGameArt Nice progress! So about those stone modules you've made - the stones are all geometry and no texture, right? It looks too 3D for POM even. I'd be curious to see wireframes of those wall pieces, and if I'm right, is this ok to go with this approach for all your walls? I know you're going with a modular approach…
Agreed. I will be developing these mesh's further. For the purposes of testing modularity I wanted to get some basic mesh's in to test some stuff out. Due to the scale of the project I'll have to be quite picky about what I bevel and what I use trim sheets for, but certainly the base of the buildings can be afforded some…
Greetings Polycount! @almighty_gir @TudorMorris and myself have started our final project for our Hertfordshire uni MA. We are also being assisted by the almighty @Kashaar who has made some kick ass blueprints for me to aid in the quick construction of the city using my modular assets. We're just in the RnD stage right now…
@"Michael Knubben" Totally agree. We've been discussing the best way to do this based on the size of environment. Maybe we can have particles that are only active when the player is at a certain distance to them so they don't slow the scene down when they don't need to be on, and for the areas the player can't access we…