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>
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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

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This is a semi on-top and semi-offtopic question. I can&#39;t find much inf=
ormation on creating pipelines for creating 3D content for large worlds.<di=
v>I&#39;m finding that artists modelling the &quot;shape&quot; 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&#39;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&#39;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&#39;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>

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