Hi, I've been mulling over a few game designs for a number of years now whilst self learning the trade, as I'm sure we all do. I've recently boiled my current various designs down to a specific subset or genre if you will, and I've been developing the common framework technology behind them over the past few months. All of…
There's a very good document on modular level design on the unreal site. haven't got a link to hand but won't be hard to find. i recommend reading that ..
I would recommend looking into some CSG for your 3d tile buisness. Having things in terms of convex primitives allows things such as co-planar faces to be omitted and you can generate uvs and apply a smoothing effect to certain faces as described in your mock-up image. Just look at how half-life does it in which a terrain…
No real helpful personal information from me, but im working on something similar and i a couple of links in my thread, such as: http://wiki.polycount.com/CategoryEnvironmentModularity provided some great resorces. specifically Thiagos guide.
lots of buildings are made this way. There's quite a few buildings like this in the gears of war series. And there's some cliffs made like this. for example http://udn.epicgames.com/Three/ProceduralBuildingsTutorial.html http://udn.epicgames.com/Three/ProceduralBuildings.html
Thanks for the replies! I actually found a number of fantastic guides and link last night via this forum and had a good read. It helped put a few things into perspective, but I've yet to find anyone whose actually attempted a 3D tileset tilable both horizontally and vertically. 3D meshes. I'm using a voxel-like data…
Well are you looking to make something with voxels or tileable 3d meshes? Not the same thing. If you are using voxels and voxel data you could make your assets merged from high-poly meshes. 3d-coat natively supports voxel work so if that's what you mean by voxels then that'd be good to have. Looking into sparse-voxel…