Question about dealing with content creation for large worlds
Juan Linietsky <[email protected]> Sat, 24 Nov 2012 17:50:02 -0300
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <CAB2r+_sR0-smsdTi6nf1DQP0uzQA7tFVBB9T2YD8itfVQvEJMQ@mail.gmail.com> |
--===============1734009643== Content-Type: multipart/alternative; boundary=bcaec5396d1625b4bf04cf43d825 --bcaec5396d1625b4bf04cf43d825 Content-Type: text/plain; charset=ISO-8859-1 This is a semi on-top and semi-offtopic question. I can't find much information on creating pipelines for creating 3D content for large worlds. I'm finding that artists modelling the "shape" of such words (primitives) of cities, buildings or even natural places such as canyons or valleys is doen pretty quickly, they usually do it in a matter of days. Artists painting texturing and detail to them is also done quickly in nowadays tools, but the absolute bottleneck is UV mapping. The guys modeling take a long time uvmapping everything and artists are often not happy with the resulting UVs. Unwrapping architetural geometry in most 3D apps produces suboptimal results. There is also the problem of texture streaming, for which to achieve a good quality, textures should somehow be split evenly around world areas like quadrants or octants i think. I looked into Carmack's megatexturing approach, but it seems too unnecesarily complex IMO, plus there are no tools available that artists can use commercially? So, I'm looking at some intermediate step, where a tool, (or at least an algorithm), can take a giant world (like a city), untextured and either: a) Let artists paint directly on it (kind of like ptex?), then flatten and export to zoned models with textures and uvs. b) Just slice up the world in zones/octants, generate uniform uvs and export? In any case I'm really ignorant on how this works in large scale games, so hence my question. Thanks! Juan Linietsky --bcaec5396d1625b4bf04cf43d825 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable This is a semi on-top and semi-offtopic question. I can't find much inf= ormation on creating pipelines for creating 3D content for large worlds.<di= v>I'm finding that artists modelling the "shape" of such word= s (primitives) of cities, buildings or even natural places such as canyons = or valleys is doen pretty quickly, they usually do it in a matter of days. = Artists painting texturing and detail to them is also done quickly in nowad= ays tools, but the absolute bottleneck is UV mapping.=A0</div> <div>The guys modeling take a long time uvmapping everything and artists ar= e often not happy with the resulting UVs. Unwrapping architetural geometry = in most 3D apps produces suboptimal results. There is also the problem of t= exture streaming, for which to achieve a good quality, textures should some= how be split=A0evenly around world areas like quadrants or octants i think.= </div> <div><br></div><div>I looked into Carmack's megatexturing approach, but= it seems too unnecesarily complex IMO, plus there are no tools available t= hat artists can use commercially?</div><div>So, I'm looking at some int= ermediate step, where a tool, (or at least an algorithm), =A0can take a gia= nt world (like a city), untextured and either:</div> <div>a) Let artists paint directly on it (kind of like ptex?), then flatten= and export to zoned models with textures and uvs.</div><div>b) Just slice = up the world in zones/octants, generate uniform uvs and export?</div><div> <br></div><div>In any case I'm really ignorant on how this works in lar= ge scale games, so hence my question.</div><div><br></div><div>Thanks!</div= ><div><br></div><div>Juan Linietsky</div><div><br></div><div><br></div> <div><br></div><div><br></div><div><br></div> --bcaec5396d1625b4bf04cf43d825-- --===============1734009643== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com --===============1734009643==--