• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

Method for largescale (chunk-based?), seamless terrain

0 posts in this topic

Hi forums,

I have done a fair amount of CG in the past, but all characters and architecture/ objects- never any terrain larger than a single model.
My goal is to make a terrain which is several square kilometers large. I am using Mudbox, Maya, Blender, and World Machine.
Now I would like to model in a large amount of detail to make normal and displacement/heightmaps from to project onto lower poly models of the same terrain. In order to do this, I need a very large number of subdivisions. Since I can't afford (processing wise) to subdivide the entire world like this at once, I guess I need to divide the whole world into smaller chunks.

I started out in maya, and made a plane with a grid on it, divided into 64 spaces, each grid square I gave its own uv map space, so I ended up with 64 uvs. Then I imported this plane grid into mudbox, where I will model each unit, and then import each unit's UVs into world machine, then world machine's outputs back to mudbox. So the terrain is made up of 64 smaller objects with their own individual uvs.

I have two major issues:

1) [what seems to be the much harder question] since mudbox can only sclupt one object per stroke, when I sculpt over the edges between object squares, they never quite line up again. What is the secret for having sculpted terrain chunk objects that have edges which line up? Do I need to rethink my method entirely to achieve this? Am I perhaps doing it backward? Do I model a fair level of detail, then divide the master terrain model into my 64 chunks from there? Even so, once I cross a chunk edge between two models with a sculpting tool, the seam is broken I would think...

2) Since I am working with 64 sets of uvs from the start, the process is incredibly cumbersome. Is there a way to make a master height map to first take into world machine, and then export WM's outputs, and then take all this into say Maya, and subdividie the whole model into the smaller chunks at that point, with the heightmap UV's being divided as well into their corresponding grid parts?

If all of this doesn't make sense, my question is basically what process do I use to create a massive seamless world (that may have smaller model parts or chunks) if I want to model in high details for displacement maps to project, with Mudbox, Maya, Blender, and World Machine at my disposal?

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0