Creating Modular Environments

Level design, models, animations, physics, etc.
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HeadClot
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Joined: Sat Feb 07, 2015 1:29 am
by HeadClot » Sun Jan 08, 2017 1:12 pm
Hey everyone,

I have been working in blender for the past day making various modular environmental art pieces.

This all started when I saw a talk by two people from Bethesda Games Studios talk about their level design process of fallout 4 on the GDC youtube channel.

The talk is called Fallout 4's Modular Level Design and you should watch it. Lots of good stuff and examples on how they use prefabs and the like.

Anyway - I have been working on some modular environment pieces. Which I am super happy with so far however nothing is textured yet.

Image

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Image

My end goal is to make a series of Modular kits for my game. :)
LukasPJ
Site Admin
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by LukasPJ » Sun Jan 08, 2017 2:16 pm
So, one of the drawbacks of modular environments is that they take more drawcalls (as 1 simple house that could be just 1 drawcall, is now 1 for the door, each wall, the roof etc.)
Do you know how much of an effect that has?
Is it possible to compile a prefab into "a single model" that could be drawn in fewer drawcalls? Does anyone know if it even matters?

Just asking because I love the concept of modular design kits, and would love to hear more about your ventures!
Duion
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by Duion » Sun Jan 08, 2017 3:39 pm
Many static shapes can impact performance negatively in Torque, I don't know how far instancing, prefabbing etc is to counter that.
It also depends how large your scenes going to be, if you want to build an open world MMO then you will have to invest in developing technology to improve performance with the modules, but on small levels it does not matter much.
Azaezel
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Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Sun Jan 08, 2017 6:16 pm
LukasPJ wrote:So, one of the drawbacks of modular environments is that they take more drawcalls (as 1 simple house that could be just 1 drawcall, is now 1 for the door, each wall, the roof etc.)
Do you know how much of an effect that has?
Is it possible to compile a prefab into "a single model" that could be drawn in fewer drawcalls? Does anyone know if it even matters?

Just asking because I love the concept of modular design kits, and would love to hear more about your ventures!


Yeah, that's *exactly* the issue we hit prior to cooking up that workflow (Thanks again Jeff and John for the tools). Jumped the resultant fps from 20s looking across the map to 100s plus. Do note at time of writing, re-exporting a collection of meshes drops lods and animations off the side though, so it's still more of a blockout tool at present.
RasterRon
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Joined: Sun Oct 25, 2015 7:36 am
 
by RasterRon » Sun Jan 08, 2017 10:31 pm
Looking good! Reminds me of Haupt's work also with Blender.

Keep it up.
JeffR
Steering Committee
Steering Committee
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by JeffR » Tue Jan 10, 2017 3:04 am
Most excellent. Keep up the good work! :)

And yeah, there's a built-in utility method for baking meshes together. As Az mentioned, we need to get LODs and probably animations working at least. Also want to get an option in there for baking the textures into an atlas as well for further cut down of drawcalls, but that's less critical comparitively.
Duion
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Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue Jan 10, 2017 11:00 am
Did he post any screenshots of his work? I can't see any.
Razer
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Joined: Tue Jan 10, 2017 11:29 am
by Razer » Wed Jan 11, 2017 12:34 am
Is there a way to snap these pieces to create some house, and tell T3D to merge them as one model ?
Duion
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Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Jan 11, 2017 12:55 am
No.
HeadClot
Posts: 62
Joined: Sat Feb 07, 2015 1:29 am
by HeadClot » Wed Jan 11, 2017 2:48 am
Duion wrote:Did he post any screenshots of his work? I can't see any.


I posted some on imgur and linked them here. I am not sure why you are not sure why you are not able to see them. :\
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