I know it's been asked before, but we are finally making the call to not have an art team build an entire map based on a pre-set design. Instead we want to break the various pieces of the "city" down so we have more options customization wise as the game expands. My question is, beyond certain features, it gets very hard…
Heres a couple more links: http://udn.epicgames.com/Three/ModularLevelDesign.html http://www.polycount.com/forum/showthread.php?t=45470&highlight=environment I have some other bookmarks somewhere, which i'll post if i can find them.
http://udn.epicgames.com/Three/ProceduralBuildings.html most of it might not apply, but I think the pics do a good example showing how building can be broken up.
Heres a couple of tips, ill post more stuff when i finish at work. -Keep your bounding geometry to the grid, No. 1 rule! -The closer you can to the object, the more you should break it up -Avoid text on the meshes so you can mirror the modular pieces -Plan your pieces with simple geomtry and see how they can be reused as…
Philip Klevestav posted a decent tutorial that might be of interest to you: http://www.philipk.net/tutorials/modular_sets/modular_sets.htm That's more for internals, but a lot of the principles are the same. Stick to a grid, break stuff down as much as makes sense. Don't break it down to such a level that it becomes…