Watch this video:
http://www.gametrailers.com/player/23179.html
From what I can tell, the production pipeline goes like this:
1. Terrain mesh is created in 3ds max or other editor. Textures are applied in a sloppy way because they can be cleaned up in the next phase.
2. The terrain mesh is loaded in id's editor. The mesh is UV mapped uniquely, and repeating textures are converted into a single megatexture.
3. Tile maps and decals are painted onto the megatexture.
So it appears that production is separated into two parts; geometry and texturing. And once the texturing phase starts, the geometry can not be altered. Watch the video and see what you think.
If this is the case, that production pipeline is going to be hell for the artists. There isn't any terrain editor, so they can't go back and change any geometry without losing the texcoords. What do you think? Is this really how they are doing it? It seems to me if that wasn't the case, Carmack would have said so.
http://www.gametrailers.com/player/23179.html
From what I can tell, the production pipeline goes like this:
1. Terrain mesh is created in 3ds max or other editor. Textures are applied in a sloppy way because they can be cleaned up in the next phase.
2. The terrain mesh is loaded in id's editor. The mesh is UV mapped uniquely, and repeating textures are converted into a single megatexture.
3. Tile maps and decals are painted onto the megatexture.
So it appears that production is separated into two parts; geometry and texturing. And once the texturing phase starts, the geometry can not be altered. Watch the video and see what you think.
If this is the case, that production pipeline is going to be hell for the artists. There isn't any terrain editor, so they can't go back and change any geometry without losing the texcoords. What do you think? Is this really how they are doing it? It seems to me if that wasn't the case, Carmack would have said so.

