Ok, so I have this idea for a game that takes place on huge floating islands floating over a huge ocean (maybe some small islands) and, in my process of trying to figure out what WILL be an issue in making this, I realized that I have no idea how I would go about having these huge ‘rocks’ essentially be finely detailed enough for the player to not have an issue with things not looking realistic, but also not having obviously repeating textures everywhere.
This is a big issue because the player is going to be climbing these rocks, like, all the time, with their face plastered right at the rocks (not first person, rather 3rd person over the shoulder, but still). I don’t even know how I would go about using textures for it, because these floating islands can be up to a mile tall (the islands are more vertical, than they are horizontal, view image below), so its really a better way to think of them as landscapes, in terms of scale. However, landscapes are flat, and the player needs to be able to crawl/climb over every side of these islands if they want to.
A pretty accurate look for what I want my game to look like, though the islands in this image are a tad smaller than what I had envisioned.
And on top of those issues, there will be caves in these islands, some huge caves, some small. Where do those even fit in, in terms of textures.
And normal maps! Yea, I bet that you could get away with a ‘less defined’ highpoly for the huge island, but in areas where there will inevitably need to be more detail, how do I incorporate that close detail normal work onto such a huge model, that is specific to the model, and still keeping a single model (instead of adding in smaller ‘bits’ whenever I want an area to have more detail).
Or who knows, maybe im just thinking about this all wrong. My gut says that there are answers to these problems, and my gut ‘usually’ isn’t wrong, but my mind can’t bring to the fore what those answers could possibly be. If anyone can help shed some light on this rocky situation (hur hur), I’d be most grateful.