A couple weeks ago I did some sketches for a variety of environments and then sort of lost momentum. Painted one up tonight... just a dude and his pack-animal meandering through some minerals.
...good luck with that O.o It would be easier with some kind of futuristic procedural voxel terrain. Modular assets...I can see at least a half dozen that would be necessary to flesh out the forms on top of the terrain mesh. Something like Megatexture might work, theoretically, with meshes for the "lumps". I dunno, I've been playing a lot of Fallout New Vegas, and the way they built their cave environments could work for something like this, it just wouldn't be quite as organic looking in the end.
If you have enough assets with enough variation (and not too much unique details), some sort of auto-texture blending tool could hide the seams and really make it work. With most of the environment art I see, seams where meshes intersect are the deal breaker. I know Overgrowth had a way of doing that proceduraly, I just don't know how.
Yeah, the seams where meshes intersect a terrain mesh are generally sharp and gross, although there's a kind of parallax/displacement mapping that can make transitions like that noisy and dimensional. Fallout has that problem everywhere...most current games do. One way to hide the transition is to use foliage/grass/little rocks etc. but I've learned the hard and depressing way that this solution means a lot of added geometry/lousy performance, and so while it might work in a corridor shooter, in a wide-open terrain it's impossible to hide all the transitions. The Megatexture system used by Quake Wars and RAGE is really cool,because an entire area can be uniquely sculpted,although it apparently has some performance issues(texture loading/LOD problems). I have not looked at it that closely in terms of how they handle areas where terrain and other meshes interact.
It would be easier with some kind of futuristic procedural voxel terrain.
Modular assets...I can see at least a half dozen that would be necessary to flesh out the forms on top of the terrain mesh. Something like Megatexture might work, theoretically, with meshes for the "lumps".
I dunno, I've been playing a lot of Fallout New Vegas, and the way they built their cave environments could work for something like this, it just wouldn't be quite as organic looking in the end.
The Megatexture system used by Quake Wars and RAGE is really cool,because an entire area can be uniquely sculpted,although it apparently has some performance issues(texture loading/LOD problems). I have not looked at it that closely in terms of how they handle areas where terrain and other meshes interact.