I think the problem with my comments yesterday was, that for a brief instant I fell into the trap of thinking, "voxels are here ... now anything can be done with them"... but as you say, this is only the beginning. To me it might be the shock of transition between playing 550+ hours Skyrim to then end up with "blotchy rocks" (pretty ones though

). A very unfair comparison, since Skyrim is pretty much top of the game regarding meshes and artists used to them, and the voxels are pretty new, the tools are very much still in development... and "we all" as yet are coming to terms with that tech (well I am just observing).
It took me a while to rethink what you were doing and why it was being done. Technically terrain engines let you create a heightmap from a 2D image (did some of that in Far Cry for a beta map)... and back then you always had the issues of steep shifts in terrain, where you needed to use special vertical shaders to make the "cliffs" look good... usually leading to many visual bugs. From watching your work on SubNautica the sharp edges in terrain are already "fixed" a huge amount better. And then you have voxels to create overhangs and all the other hand crafted really nice natural-looking geometry. Letting you "paint geometry" over the terrain edges. So presently I see voxels as a really valuable and relatively easy to learn means to create really special looking landscapes... without having to resort to huge meshes. For those not adept at modelling (and I never was able to get anything properly created with gmax, that I could not have done so much more quickly in GTKRadiant) it really opens a door in regards to accessible creative map building. At least when regarding "advanced terrain" (as I feel inspired to call it).
I was wondering if it even possible to create "perfect" cubes using voxels? Or are the surfaces always bumpy sphere approximations of a flat surface and the cube corners in fact actually rounded off? Pardon the ignorance.
Well the way SubNautica uses height-mapped terrain to get the large scale landscapes created, to then refine those and give them really nice detail and an unusual look... finally to add meshed to add polygon-based detail is really effective. And the game, with lots of terrain-related exploration (swimming that is), certainly seems to lend itself to this tech approach.
It will be interesting to see how voxels will be able to encroach on meshes in the future, i.e. adding very detailed geometry that is more "angular" (for a better word).
Reminds me a bit of your UT4 discussion of the Epic level designers working using brushes instead of meshes to add detail... something I found very strange. Since Epic was among the first to pretty much ditch brushes and only use them for "vis blocking" and plaster everything else with detailed meshes. It made me think maybe they hired more than a few folks with Hammer/Radiant background

.
I love your max work on the temp meshes in UT4, letting you quickly "bevel" (IIRC that was the term) geometry to make it look so much more detailed so quickly. Certainly something that is a nightmare in Radiant.
Anyway, inspiring and very interesting to watch your videos.
(Looking forward to how your UT4 mapping goes.)
Regarding a
few ideas, probably not really creative but maybe it inspires in some way:
- Playing Solstheim (the DLC island) in Skyrim made me remember that hexagonal rock columns are actually seen in nature. A forest (with gaps between them) of them in different shapes and heights might be a bitch to do with voxels but could give a certain part of the underwater world a slightly techy look.
- About making bridges look different... in your special area (many videos back) you had very steep cliffs connecting them with "worm-like tubes"... these were arcs or bridges of some sort. I noted one bride that was "Y"-shaped (i.e. forked).... if you use bridges that fork more often e.g. 3 times this might create an unusual look. This might end up in voxel domes with the "tentacles" supporting the roof of the dome. Come to think of it a double-helix or even triple-helix shape (large radius though) might suggest something out of the ordinary, but will suggest it could be natural in some "alien" way.
- About the idea you developed of the "Adope Village" on a rock, those squarish-looking "houses". It is an interesting concept to develop further IMO. The idea in a nutshell: "add human/alien-created structures that are just slightly too regular to be natural, but sill keep the the player guessing"... using real-world architecture, like that of Brasilia but "naturalizing" it could turn out quite stunning... and the voxels would give it a new spin. To mention another cliche: like the very overgrown long lost ruins of Atlantis or some such.
- Since roundish is "natural" and "voxel-inherent" anything that is angular or at least looks so, would stand out in the SubNautica world. A simple example... a squarish entrance to one of your caves could suggest artificial... but the degree of natural could then be adapted to the needs of the game.
Hope a hexagonal forest makes it into the game

... if its not already been done by another artist in the team.