First i'm sorry for the title of this thread... i didn't find something that would fit the "real" topic. After taking a look at the wiki and particularly the environment art articles, i thought i could ask here...
I'm working on a... sort of demoreel, let's say, with a professional developper (i'm still in high school). It's a full environment done from scratch, using ogre3d for rendering. Well, we're still in early developpement stages... and already need help.
Here's the base concept (can't show map layouts). In fact, because of the shape of this cliff, we can't use heightmapping. And in fact, it's... a really big thing, like from left to right, it's about 200-300 m long. For now, i've only been a prop modeler on warcry, so i'm not familiar at all with full levels.
The fact is... there's this enormous thing to model, and... there's also a path, which means texture variations. So, which sort of technique should we use for this ? Voxel mapping, like you can see in cryengine 2, and use different rock etc. objects on it ? Or is there another better way to do so ?
Also, i'd like to know if i should do shadow maps for every object or use a precise SSAO ? In actual games like dragon age origin's, Risen etc. the AO always appears on the screen, but there's no AO shader (also appears in low quality mode).
Thanks in advance.
PS : sorry if i've done mistakes, i'm french.