Best Practices: Static modular meshes VS Landscape for city / cityscape environment
I'm bit unsure, which way would be the best to construct a city like environment, regarding floor / ground.
Bit of info on the project: It's a top-down 3D twin-stick shooter game. Environment on the level consists, at least for 50%, of a roads, pavements, sidewalk, and building, which you can enter. Rest of the environment - semi natural locales. One more thing - ground is always flat, Pawn can't move up or down. (PC/Console)
Goal is to create various and detailed floor/ground, with random details, hidden UV tiling etc., as the floor is the part of the environment, player will be seeing for the most of the game.
So my question is - which would be the best approach design- and performance-wise, in your opinion: a) use Landscape for the ground with it's features, like painting weights to blend layers of materials (i.e. dirt above asphalt, puddles of water, fallen leaves etc.) b) using modular static meshes for the ground, using Vertex Paint for blending materials/textures c) both are equally OK, and I need to concentrate more on creating additional elements, like decals and meshes, to improve visual fidelity of the level.
I need to decide either to spend more time on flexibility of my material/materials for the ground/floor, or work add more content and not to overcomplicate materials.
Thanks, in advance, for your opinion!
Quite possible that doing static meshes will be a bit better for a city especially in top down view.
answered Mar 14 '18 at 10:44 AM
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