Hello Epic community !
After having played with Speedtree, Terrain editor, Static meshes, material editor and particle editor, i try to create a complete level for my prototype.
Before going too far, i would like to know what is(are) the best method, workflow for creating a complete level in a commercial game like Gears of War or other.
In my case, background story takes place in Australian Outback.
The level i am going to make can't be done in several ways, i don't think so.
Here is a part of the level modeled in 3DSMax :

As you can see, we are in the "rock moutain", with sand on the ground and rock all around.
I would like to use the Per Poly collision for all the level parts with rocks, standard convex collision with standard rooms etc...
The level is about 30 times bigger than the part here, so in this case, what is the best way to proceed ?
- Model all the "rock part" of the level in one mesh (the little part here has 10k polygons) ?
- Or model several meshes for the level, 30 times this one for example ?
- In terms of performance, what is the best choice ?
- In all cases, how could i Unwrap and Texture it properly, for not seeing textures cuts ?
I can't really just model several little rock and put it on terain, i have tried and i don't have the result i really want, like here...
Thank you for reading !
Sorry if my english may be inaccurate.
After having played with Speedtree, Terrain editor, Static meshes, material editor and particle editor, i try to create a complete level for my prototype.
Before going too far, i would like to know what is(are) the best method, workflow for creating a complete level in a commercial game like Gears of War or other.
In my case, background story takes place in Australian Outback.
The level i am going to make can't be done in several ways, i don't think so.
Here is a part of the level modeled in 3DSMax :

As you can see, we are in the "rock moutain", with sand on the ground and rock all around.
I would like to use the Per Poly collision for all the level parts with rocks, standard convex collision with standard rooms etc...
The level is about 30 times bigger than the part here, so in this case, what is the best way to proceed ?
- Model all the "rock part" of the level in one mesh (the little part here has 10k polygons) ?
- Or model several meshes for the level, 30 times this one for example ?
- In terms of performance, what is the best choice ?
- In all cases, how could i Unwrap and Texture it properly, for not seeing textures cuts ?
I can't really just model several little rock and put it on terain, i have tried and i don't have the result i really want, like here...
Thank you for reading !
Sorry if my english may be inaccurate.
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