Add Details to Your Blockouts

Once you have compiled a list of assets to replace the placeholders in your blockout, you can begin developing those assets. These assets are necessary to transform your blockout into a level featuring detailed and properly textured meshes. Bear in mind that the larger the game world you are required to create, the more time and effort will be needed to achieve the desired level of detail. You will also need to allocate time for conducting research to find appropriate references, especially if your game world, or any part of it, is intended to simulate one or more real-world locations. For example, if you aim to construct a credible human settlement, each object within that settlement should be positioned in a manner consistent with real-world construction practices.

It is important to note that the list of assets you plan to create at this stage will likely be incomplete, and you should expect to update it as the production phase progresses. Begin working on the assets with the highest priority, as these are the most critical for your game.

Add More Complex Meshes

Before you start developing more complex meshes, it is essential to be aware of any technical limitations imposed by the tools or technologies you are using. Such limitations may dictate specific requirements that your meshes must meet. Additionally, revisit the references you collected during the blockout phase. If those references lack sufficient detail to support the creation of high-quality meshes, you will need to gather additional resources. However, avoid collecting an excessive number of references; instead, focus on curating a small, high-quality selection. An overabundance of references may overwhelm you and hinder your focus, leading to an inefficient workflow.

When sourcing references, ensure they align with the visual style defined in your art bible, if one exists for your project, or consult the person responsible for art direction. References should depict not only the objects to be modeled but also their context. For instance, if you are modeling a tree and plan to place several together, it is important to space them in a natural, believable way. Similarly, when modeling a building for a settlement, you should study the architecture, condition, and age of surrounding buildings in your reference material to ensure coherence within the scene. If a building appears old and dilapidated in your references—and this matches the visual direction of your game—your model should reflect those same characteristics.

As you develop your meshes, consider assigning unique visual features to certain models, particularly those that will hold significant visual weight in the scene. Such features could include distinctive wall paintings in an interior space, intricate decorations on a piece of furniture, or a pronounced hollow in the trunk of a tree.

While modeling detailed meshes, it is crucial to maintain the shape and dimensions of the corresponding blockout meshes. This approach minimizes the risk of unwanted collisions between meshes in your level. For example, if a small prop such as a chair is represented in the blockout by a rectangular cuboid, the final detailed mesh should fit within the same bounding volume.

On the left: A blockout of a chair represented as a cuboid. On the right: The final detailed asset which fits the reference bounding box.

To facilitate this process, utilize the game engine you plan to use for your project. Preview your assets within the engine as you create them to evaluate their appearance and compatibility. If you are working as part of a team, seek feedback from your colleagues to ensure the assets meet the intended design goals.

It is common for some areas of a level to be more densely populated with assets than others. However, this should not prompt you to arbitrarily add details to areas that appear empty. Doing so may result in environments that feel unnatural or inauthentic. Instead, carefully consider the purpose of every asset you include. Ensure that each element contributes meaningfully to the level rather than merely serving to occupy space.

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