I’ve got a question for you guys regarding environment art.
I’m looking at things like Mass Effect 3 and their environments have a load of large forms and then a lot of small props for cover and the like. I saw an art dump on polycount for one of the mass effects and it they talked about using a modular mesh set and a single large modular texture for the most part.
But what I don’t understand is this:
How do you maintain the texel density in a game when you can have these super large structures and then sort of smaller street level structures.
The king of things I’m talking about are like this:
Are there any specific techniques you use to achieve a good texel density across small and large forms? Is it all just a shader effect? Obviously the earlier mass effect games were texture memory limited (and playing them through again I can see that the texel density is literally all over the chart :))
I just cant quite figure out what the best workflow is for achieving results similar to this: