5. This talk...
● Overview
○ common approaches for environment authoring in
games
○ available tools
● Objective
● The method we used: pipeline description
○ A: High quality unique objects
○ B: Quick variation for backdrop objects
● Applications and opportunities
13. Overview
Common approaches in current games
● photogrammetry
○ hard to do properly, especially bigger cliffs
○ limited man power in production team - 1 artist
○ needs scouting for suitable real-world objects
○ often soft edges on big objects
23. Objective
To author rock formations which are:
● natural looking
● as detailed as our budget allows (2048; 4096
textures)
● not time consuming to make. Not a modeler!
26. Pipeline
Unique objects
● A procedural generation tool to create the hi-poly object
● Mesh exported and cleaned up
● Automatically optimised and auto-unwrapped
27. Pipeline
Unique objects
● Projection of Normal map, AO map
● Low poly mesh, normal map and AO map to dDo → a
base set of textures
● Substance Painter – particle brushes for adding specific
features in the texture (e.g. leaks)
28. Pipeline
Unique objects
● A terrain generation software to author the object
● Mesh exported and cleaned up
● Automatically optimised and auto-unwrapped
31. Pipeline
Unique objects
● A procedural generation tool to create the hi-poly object
● Mesh exported and cleaned up in MeshLab (free tool)
● Automatically optimised and auto-unwrapped
32.
33.
34.
35. Pipeline
Unique objects
● A procedural generation tool to create the hi-poly object
● Mesh exported and cleaned up
● Automatically optimised and auto-unwrapped in ZBrush
Intermediate optimization step in MeshLab if the polycount
is too great
36.
37.
38. Pipeline
Unique objects
● Projection of Normal map, AO map in xNormal
● Low poly mesh, normal map and AO map to dDo → a
base set of textures
● Substance Painter – particle brushes for adding specific
features in the texture (e.g. leaks)
43. Pipeline
Unique objects
● Projection of Normal map, AO map in xNormal
● Low poly mesh, normal map and AO map to dDo →
albedo texture
● Substance Painter – particle brushes for adding specific
features in the texture (e.g. leaks)
44.
45.
46. Pipeline
Unique objects
● Projection of Normal map, AO map in xNormal
● Low poly mesh, normal map and AO map to dDo → a
base set of textures
● Substance Painter – particle brushes for adding specific
features in the texture (e.g. leaks)
63. Pipeline
Use-case B:
We create a generic, reusable set of textures (albedo,
specular, smoothness, normal and occlusion maps), and
apply it to a large variety of in-game assets.
64.
65.
66. Pipeline
1. Several 16bit height maps are exported from Terragen
and made tileable (Photoshop)
2. A basic shape is created in 3DS Max and is tessellated.
3. The height map is used to displace it. Simple planar
mapping is applied.
4. Automatic optimization is used to create the final low
poly mesh.
67. Pipeline
5. The normals from the original (smooth) mesh are
copied.
6. A shader for procedurally mixing a second set of tileable
textures is applied to add variety (snow, moss, sand,
dust, etc.)
7. Vertex alpha and colors are used for manual per
instance control for additional color variation.
75. Problem:
Wasn’t really a problem in our case
Maybe it’s worth exploring using vector displacement
instead of height in the future
76.
77. Problem:
All the shapes shading info comes from the normal map
The normal map is projected from a plane
How do we make it work for any geometry?
78.
79. Solution:
Project the normals from the original mesh, before it was
displaced
Used Noors Normal Thief
http://www.scriptspot.com/3ds-max/scripts/noors-normal-thief