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Step-wise Creation of Modular Buildings

By Aubrey on January 13th, 2009

I have worked on a few commercial games and I am pretty familiar with the methods used to make cities or towns. Usually you start off with a detailed picture of what you want. An image of some cool building. Then you plan out the fewest modular pieces you will need to make that building. After that, you plan out your texture sheets because you want to reuse as much as possible. Often in the end you can only make one cool building and it’s a lot of work. I wanted to do something different.

I wasn’t sure where to start so I figured I would make a few big tiling textures for things I knew I would need. Walls, floors and roofs. Here is an image of my first test from 3D Studio Max.

Starting out

I thought that wasn’t a bad start. I put those in the game and started playing around with them. Seeing what I liked and didn’t like. Since most buildings have windows I made one of those next. Then I needed something ultra generic to make steps or curbs or pillars, so I made a column of blocks.

Building Example

I think at this point I realized how I was going to make all the building assets. Every time I made something new, I would play around with it in the editor until I decided what would be the most useful thing for me to make next. 

I needed a door, then a better curb, after that a stone wall… etc. At each step I was actually trying out and seeing what I liked. There were a few points where I realized I had forgotten something crucial; for example when I made the roofs but forgot the triangular side wall. Not everything I made was good enough or worked like I had imagined. A few things got thrown out. What was left though was very versatile. 

Building WIP

This worked so well because I do concept art, modeling and level design — but the most important thing is that the other guys here trust me to do all those jobs well. In a big company I would have to ask the concept artist to make designs for the thing I needed, and then one design would have to be approved by the art director, then modeled by the 3D artist. It would take weeks and when it was done it might not even be anything like what I asked for.

Building WIP

So far I have made 21 building pieces and I am just covering the basics! A lot of our technology for our buildings is still in progress too. Soon we’ll add lightmaps and decals. By then this stuff should be looking pretty good. There is a lot of stuff that goes into making a game and we are taking it one step at a time.

  • Going back to the recent post about map editor features… is there/will there be a simple way to group primitive models into reusable groups/modules? Preferably hierarchically. Obviously this could be flattened when generating final level data.
  • Yup, Phillip already implemented grouping in the last alpha.
  • merfnad
    Is there any water in Overgrowth yet? Will there even be any? I guess water could e hard to make... I don't know much about water and physics in games.

    But you really need water to make an open world like this look good and realistic.
  • mightywarriorex
    I see I've successfuly detracted from the original intent of the blog. Water would be amazing but those buildings are amazing on their own merit. I'm glad we have someone like aubrey working the these objects! Sorry bout the random water post LOL since this issue is already being discussed in the SPF for those of you who have preordered ...
  • Vrav
    Hell yes, buildings!
  • mightywarriorex
    This is good to hear! I can't help but feel like a small reservoir of water is missing in the last image though ... I guess I'm on an H2O craze right now ... maybe I'm dehydrated ...
  • LOL! Water would be awesome in that last screenshot ;)
  • bk
    Looks really good so far. The commercial method seems to have a bad case of "too many chefs." Good to see that the vertical integration is working well!
  • It looks great. I on the other hand, prefer the no water look.
  • palu
    78 million FPS, nice!
  • Way to go Aubrey!
    Mind me but, those new pics are "OH SO AWSOME". (Jaw-dropping)

    Except for the first one... what is that? You need to focus man... (Just kidding)

    I have to thank you very much for the detailed info on your process of creating, it's appreciated. (and used)

    Elí
  • Dolemite
    Wow nice work! It's so cool to see your process. It looks like with these pieces you could make tons of buildings very efficiently.

    That last building is just gorgeous. The way it is built up upon the rock, it really is married wit the space. Looks like it was really built for THAT location.

    WTG Aubrey!
  • DarkJee
    OMG the last pic is so nice! :)

    nice work!
  • Sly
    Aubrey, those are looking fantastic! I also agree, the last screen was amazing, so well designed. If entire towns, and cities are going to look even better than this.. I've got high expectations :)

    Really great work.
  • joshkirklin
    That last one is so goddamn unbelievably awesome

    My only concern: it pulled Aubrey's beast of a computer down to 71 fps?

    I only get around 45 with no objects at all, and It slows down a TON as soon as I add them.

    Though I guess optimization hasn't happened yet

    Still, excited as A MOTHERSH*TTER
  • Right, optimization has not happened yet. The final version will be much faster. Please don't judge the final version based on the ninth weekly alpha.
  • joshkirklin
    "Concern" was sort of just a nitpick, I knew it was only because it's very unoptimised etc. I'm just SO DAMN EXCITED and I tried to say something, I LOVE THIS AAAAAAAAAAAAAAAAAAAAA
  • geokes
    I've just got a new computer and I was hoping that it would be easy to change the distance that objects, for example to dissapear.
    Coz you don't want to be leaving all that FPS doing nothing do you?
    Looking forward to this loads, gonna pe-order soon :)
  • Monkey
    The last picture is just amazing! I hope there will be more platform sections then the previous game.
  • Striker21
    I recall a very old blog post about a way to programatically add joining textures when an object intersects with the ground. For instance, a pillar stuck into the grass would generate a mossy area on the ground and at the base of the pillar to make it blend better.

    I'm curious as to whether or not that feature is still planned. At the moment, the buildings look great, but weird because they look "placed" onto the terrain with very clean Building-Ground intersections.

    Keep it up though!
  • Ah yes, the clean intersections are a problem. Something is indeed in the works. ;)
  • Skofo
    There will be a way to "snap" things so they look neater, right?

    Something that's similar to this http://www.youtube.com/watch?v=o_w04e0yAx0&fmt=18 would work nice. You can press and hold 'e' to snap things to a grid.
  • Yup, it's in the latest alpha. :)
  • Joshua
    I don't have the patience to make such sexy maps.
  • Hi,
    the idea of modular buildings sounds cool. The screenshots also look nice, but the buildings on them have some kinda "LEGO" feeling. Like they look like built from very few large pieces (I know that it was the intend), with no sense of scale. Like that stone architrave on the second image, it surely couldn't support the weight, or weird roof construction on another building. I know that these are onyl alpha test models, but i just wanted to say what came to my mind. Maybe It's because my professional deformation as architecture student.
    Sorry for my english, Good luck with the game!
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