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Castle walls etc

Started by April 13, 2009 09:48 PM
1 comment, last by azzfaze 15 years, 8 months ago
Hello, I'm an artist in a team who are making a fantasy/medieval game. It will be using Torque 3D which isn't even out yet. Anyways, i'm having a problem trying to plan the art in the game. My past work is mostly indoor stuff, which of course is much much smaller than a castle. I'm aiming for next-gen quality stuff, I have the ability to achieve that but I'm just curious as to what would be the more efficient way of doing things. I had a look around in Unreal Tournament 3, it seems like they use a mixture of brushes and models to make the structures. I think this could work but then there would be a lot of obvious texture tiling. I was thinking of hiding a lot of it by splitting it up with towers, rocks, moss and the like but it just seems like a lot of work for the mapper. But ultimately giving them the most flexibility. I'd go with doing this but I don't think Torque 3D even has a brush system. Then I had a look at oblivion, it seems they use chunks of walls and the mapper just pieces them together. Unfortunately, the castles come out quite boring in that game. Anyways, with this I could make much more detailed walls with odd shapes, problem is I'd have to make a whole lot of them to give the mapper any sort of flexibility. Now lets say I were to go with the second option, that leads me to more options. How would I go about texturing the walls, should I just put a tiling texture, or should I make a high resolution texture and texture the whole wall with it? Keep in mind I would have a normal, bump, spec and diffuse for each model. If anyone can share their opinion on this or lead me in the right direction i'd appretiate it a lot. Thanks.
Here's how the artist working on Gears of War does it -- start at post #56 in the thread for the explanation:

Brick walls

Scott

Newfound Room -- Open your mind to open content.
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Hey thanks a lot man!

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