How Can I Create Wood Tiling Floor?

I wanted to know how big studios create this high quality floor with variations that keeps the fps at minimum rate and not just cubes that I paste texture on it.
I want to know how big studio create this floor that is not just floor that we used in starter content and paste the texture onto it. It is an obvious observation that you can tell which one is more realistic base on the techniques that the level designers used. I got some couple of ideas, but I don’t think my FPS will give me the same answer that I’m looking for.

So, I want to know, how they create this kind of realistic floors that have cracked woods, bump out wood and more.

Thank you.

Some of that you can fake with normal maps (which are cheaper), but some of these are clearly meshes. Seemingly really low-poly though, so it won’t really affect you FPS, especially if your lights are static and baked, and even more for such contained environments.

If you want to have a large amount of holes and debris and different patterns, you can play around with merging smaller meshes together which are closer to each other, so you can save a bunch of draw calls.

Hi KristofMorva.

Thank you for your answer. I know those are meshes and barely plane cube floor are being used in the scene. The scenes were not my creation, it owns by some other artist’s. So, again if I combine them together so that it becomes a plane that build up of multiple meshes for my whole scene? Isn’t it going to increase my fps, because of vertices? Let us say that a mesh consist of 4 vertices(cuboid shape for a plane wood) and one plane will have something like 20 meshes, and it will become 80 vertices, how can it be done if I multiply it for thousands of floors for a mansion structure house? Plus “texture streaming” will hunt me down too. I believe there must be an efficient way on how they do it or maybe I don’t quite get it on what were you saying.
As you say the cracks of the floors can be done with merging multiple meshes, and that’s what I’m trying to say above.

Please tell me how can you reproduce the above scene with best performance. If possible please provide me with screenshots.
Thank you.


I can’t really show screenshots, as I’m not an artist myself, I was purely considering the efficiency. I have seen quite a few environments being built, and it’s really something you’ll have to tinker some, as there isn’t a single rule as to how to achieve these. You generally have to combine different practices to have a nice looking but performant environment.

I believe the floor on the bottom image for example consists of only a few meshes, a few (or one) pre-built model for the floor itself, and a few models for debris. Besides the holes I think it’s very probable that the vertical misalignment of the parts are simply normal maps.

As per having a huge mansion, occlusion will take care of hiding everything that you don’t see, in which case the number of objects actually matter more than the polygon count. In general, polygon count doesn’t really matter as much as a decade ago in statically lighted, encapsulated environment. If I were you (and I was a modeller haha), I would make a few larger floorboard parts and a few debris models, so that you can combine them manually or procedurally without having visible impact on the FPS or having to create different floor panels for every single room.

I hopes it clears it up a bit :slight_smile:

WOW! Thank you again for your reply. I think I will try to figure it out by myself first using some tips that you have provided. But, again those answer still not quite hit the point of my question. Never mind. Some tips of yours did give me a new idea of different angel perspective to solve the problem.

Thank you again for your time and for helping me out. I give you a vote for the great answer!