Watching E3 video of Crew 2 and seeing just the incredible amount of stuff in there, the amount of variable height terrain all covered with trees and complete cities with pretty much everything in the right place... Where TF did it all come from?
I know there is a thing called SpeedTree that can procedurally populate trees. But like buildings with all the right textures and ones that match real cities like in Watchdogs 2: how do they do it? What kind of tools are they using? So for games like this you could go out and scan a bunch of real world textures. And if you need a bunch of objects, eg. a table and chairs you could send somebody out to the nearest furniture store to laser scan them. Is that what they do?
Then you got games like Uncharted 4 where the architecture is all basically fake. So does NaughtyDog have a sweat shop full of geometric modellers just cranking stuff out? :(
Does every game that needs a bunch of stuff, say items to fill a house, need to build them itself or is there a common bank of this stuff companies can just buy like they can with sounds?
My mind is blown by the amount of detailed stuff in modern games. I have a difficult time not just pointing at the screen with both hands yelling "Look at all that shit! Look at all that shit!"
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