It is a bit messy but it should explain a few things about the development of Tale, enjoy.
https://drive.google.com/file/d/0B2R0y4hwqxLVWnNnRDFXUTY1cUU/view?usp=sharing
Thursday, June 16, 2016
Monday, April 25, 2016
Big Game Project
Creating environment assets
Last week I tried a new approach to modelling the environment assets for TALE, our big game project game.
The workflow is summarized with 4 steps:
1. Concept
2. Sculpt
3. Re-meshing (with Blender using the Shrinkwrap modifier)
4. Baking normal maps from the high poly sculpt (in Blender)
The workflow is summarized with 4 steps:
1. Concept
2. Sculpt
3. Re-meshing (with Blender using the Shrinkwrap modifier)
4. Baking normal maps from the high poly sculpt (in Blender)
(text is placed above the related image)
First I take a desired screenshot of the terrain that needs an asset
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Then I do a paint over of the screenshot, estimating the size and shape of the asset
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After the rough concept is done I start sculpting in Zbrush. Using dynamesh and I use the TrimDynamic brush a lot for the sharper edges
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When the sculpt is finished I export the sculpt as an .obj into Blender. When it is imported I create a cube and then apply a multi-resolution modifier, adding enough polygons for the cube to be shrink-wrapped over the high poly rocks.
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After the shrink-wrap is done, I start a basic UV unwrap attempting to keep all the seams out of view. This part was the most problematic because I had issues with the topology being rather inconsistent and there was a lot of pinching edge loops, on the more complex areas.
To solve this issue, I use the modelling tools in blender and manually try to correct the errors, cleaning up as much as possible.
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This is how it looks in engine, without an albedo map, just the normal map applied.
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It looks fine at the moment. There are a bit of optimizing required, for example removing unnecessary faces from the model, and correcting a few artifacts from the Normal map bake.
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