Quote:Original post by Soiled
The artist does this. They could extrude a quad face of the control mesh into the side of a hill to form a cave (the extrusion retains original quad and creates 4 new quads that from the cave walls, floor and ceiling). You could keep extruding the original quad until you reach the other side of the hill and then merge it with a quad face belonging to the other side of the hill and then remove both quads to form a tunnel.
Like I said I was using catmull-rom patches, which required that I give each patch eight neighbours (up, down, right, left, top right, etc). So I could not simply extrude a quad in the same way. The only solution I could come up with was to use slope constraints, but it seemed too messy so I switched to voxels
I wish I would have known about catmull-clark subdivision, which apparently allows something like this
Btw, thanks for the explanation
Quote:Original post by Soiled
Quote:Original post by averisk
However, I still wanted caves and tunnels so I went with a voxel based approach instead (screenie)
Originally I was using a grid of catmull-rom surfaces.
And you've got some neat LOD going on there too... nice !
Thanks :)
But actually there isn't any LOD yet--although I've got a bit of a start on it. I've found that texturing and LOD can be tricky when you're no longer working with surfaces directly