Modeling and setup for extremely large set-pieces
Hi, I've been self teaching myself a ton of stuff in UE4/Blender/Other and pouring through documentation galore and still have a lot of questions on some things and thought I would start with this.
In dealing with geometry on a massive scale such as a tree that is many kilometers wide and reaches past clouds/into the skybox, are there any best practices or requirements for modeling and texturing this as a primarily non-interactive background set-piece/cinematic visual?
I am currently considering modeling the roots/stump area and then making a series of meshes that are easily modified to stack on top of each other to comprise the trunk. I would use tiled materials for most of it sprinkling in some custom ones where applicable.
The size of the polygons are also a talking point for me as I know that the distance which this will be seen from is relatively far and I should be able to drastically reduce the mesh detail and make up for it with some material tom-foolery but I am unsure as to how far I can push this.
The closest the player would be to this mesh would be near the roots looking up out of a vertical cave/canyon.
Basically I'd just like to get some general guidance dealing with large scale meshes before I try to fumble my way around it.
I appreciate any comments you can give.
asked Aug 30 '15 at 06:55 PM in Using UE4
Interesting question. I'm also still learning a lot of stuff so I might not have the best answer, but I think what is of concern is mainly the number of vertices that are on screen.
So If it takes up half the view (even if its really far away), that should use more or less the number of vertices you use for a character, or any other mesh that's near by, that takes up the same amount of screen space. Same goes for texture resolution I suppose. Then as you get closer, you can use higher res LoD meshes, and unless you plan to go flying around the whole thing I think you could maybe get away with just adding more detail near the bottom of the nearest LoD mesh. Otherwise cutting it up into lots of pieces, each with their own LoDs is probably a good idea.
What I'm wondering about is how much of the mesh is still processed by draw calls if you're only looking at a little piece of it...
answered Aug 30 '15 at 07:26 PM
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