Back to search

Do we have plans for changing the distribution of rocks on the surfaces of places like Hurston and the moons, maybe even using something like density maps? It can become a chore to spend most of your time driving and avoiding rocks instead of enjoying the vistas.

TL;DRHand-painted density maps for rocks would take many man-hours, so they want to make rock scattering more procedural and are looking into improving it, with changes coming back to the moons as the tech evolves.

Luan VetoretiEnvironment Artist, PU team

So if you think about it this way: let's say that we have to design a map, a texture map, that tells the ecosystem there's more rocks here, less rocks here. And then within that system, you have something else that goes, okay, these rocks are scattered in this kind of way. You're actually talking about a lot of man hours actually making this content, when in reality what we want to do is make as much of that procedural as possible. So as we evolve this tech, like I said before, as we take these lessons that we learned and we make the tech better, this stuff is going to come back to the moons, and we're going to definitely start addressing some issues, or even introducing others, because you can never predict how these things are going to go. But it's really about how can we make this as expandable and scalable as possible. So right now, there's a few ways that we can scatter rocks, but we're definitely looking into how we can make that system more procedural and even more fun, both visually and gameplay-wise, for the player. It's definitely something we're looking into.

Reverse the Verse›LIVE - Environments of Alpha 3.5·
Published on this date.12 Apr 2019