It’s designed altogether, however they can clone certain objects in order to keep consistency. It isn’t like a forge system at all really, there is no saved objects to place down but rather using identical co-ordinates for polygons.
> 2533274881094048;2:
> It’s designed altogether, however they can clone certain objects in order to keep consistency. It isn’t like a forge system at all really, there is no saved objects to place down but rather using identical co-ordinates for polygons.
> 2533274877724470;3:
> > 2533274881094048;2:
> > It’s designed altogether, however they can clone certain objects in order to keep consistency. It isn’t like a forge system at all really, there is no saved objects to place down but rather using identical co-ordinates for polygons.
>
>
>
> Ah ok, thanks for clearing it up
think of it like making something in a CAD program that mini people kill each other ontop of then you let an artist graffiti all over it
> 2533274877724470;1:
> I have no knowledge of game development. I’m wondering, and this may seem like a stupid question, how do devs make maps?
>
> Do they make objects for each map part by part and assemble them like forge ish?
>
> or do they make it all as one?
>
> because, if they tend to make it as individual objects, then maybe 343 could just provide us with those objects to forge with?
>
> Sorry if it’s a stupid Q
Well… They take a primitive shape made of polygons (like a rectangle, sphere, pyramid, etc.) and they sculpt the geometry to whatever shape they like. Then, they duplicate it, sculpt a different shape, duplicate that, then sculpt a different shape again. After that, they weld the pieces together, or simply extrude the edges of one shape to make it connect/interlock with the other shapes. They do this multiple times.
Usually, the end result is a structure of some sort. Texture artists do the rest.