GAMA3013 - Pre-Production Practices
SHINDY LEONG
SHINDY LEONG
My initial proposal for this project is to create an interior environment. I'm aiming for a realistic style which could fit into Ubisoft games such as Ghost Recon Breakpoint, Division 2, Watch dogs 2 and Rainbow Six Siege. Massive entertainment and Activision are also other examples, these companies are towards the realistic art style.
Further down is my research I consisting of articles, environments artists, interviews, job applications, blogs and process. When looking through the games I found something in common the environments have, it's very often the furniture, walls and floors would be damaged. Creating damaged objects would be interesting and learning, since it's a different process from my previous work and will add unique details. I assume this will be easier way to add storytelling to my environment. For environment artists it's important to understand story telling and composition, therefore these two will be my main goal for this project. I will also use benchmarks, I have gathered some artwork from different artists. This inspired me to be able to achieve similar quality as the artists, Jacob Claussen, Abigail Cox and Patrick Chamberland.
Interior ideas
I had a couple of interior environments I wanted to do such as bedroom, train station, cafe etc. There are a lot of artists that have created those kind of environments and I personally feel like it's a bit repetitive. I found an arcade in Rainbow Six Siege and The Last of Us, the arcades were abandoned which had intersting assets. I think creating an abandoned arcade would be something for the story telling.
For this project I have decided to create an abandoned arcade, after doing loads of research I wanted to make something interesting. I found an article about a radioactive explosion in Fukushima, Japan. I found some interesting images of the japanese abandoned arcade. This helped me with a basic story for my environment, although I will be basing it on a different location. To be able to get the storytelling into my environment I will be making a diorama abandoned arcade, I want to focus on the quality. My goal is to have storytelling to my scene, it will be messy, broken glasses, damaged surfaces, radioactive dust and fingerprints on the objects. My other goals are composition and lighting, I want to focus on the areas the games companies find important as an environment artist and show my understanding in storytelling, composition and lighting.
Genre: Action-Adventure - Third person
Theme: Abandoned, cold and dark environment
Setting: Abandoned arcade in Nottingham 2020.
Style: Realistic
Story: An abandoned arcade caused by a nuclear accident, it was a nuclear power plant.
Design goals: Storytelling, composition and lighting
Taget audience: Recruiters (Ubisoft, Massive Entertainment, Sumo Digital, Play ground Games and more.) Realistic style
The abandoned arcade will take place in Nottingham, it's not going to be based on a real arcade in Nottingham. I choose this location because there is an arcade and nuclear station close to each other in the city. I would say the time set would be present 2020, this means I can add some information currently going on, such as the pandemic, notes wearing face mask, hand sanitizers as example. To frame the storytelling better, there will be radioactive dust on the machines, chairs, fingerprints, coins (British currency), broken windows and more.
I could see the abandoned arcade be a cutscene or some sort of location you explore. This would be a third person, it's very popular in the games companies I have been looking into. The player and NPCS would visit Nottingham searching for local inhabitants. You are given different tasks by the inhabitants. One of the locations will be in the abandoned arcade. There will be leading lights to create a focal point to guide the player. To create a strong scene my goals will be storytelling, composition and lighting. This will be aimed for the recruiters, such as companies like Ubisoft, Massive Entertainment, Sumo Digital, Play ground Games and more.
I explored the environments in Ghost Recon Breakpoint and Rainbow Six Siege. I wanted to see how the assets would appear in the engine and the placement of the objects. What got my interest the most was the lighting, the lighting really sets the mood of the environment. I also noticed something in common with the games, the environments tends to be destroyed buildings, damaged objects and modern buildings. This is where I got the idea to make an abondoned arcade, there are a few arcade environments I have seen. But I think there are some interesting elements, experiments and things to learn I could do for this project.
I found a very informative article for environment artsists, Kieran Goodsoon a Junior Environment Artist at Rebellion interviews professional environment artists, prop artists, host of artstation challenges etc. All these roles connect with environment art and will help me gather enough information before starting the project. My goal for this project is to be able to get storytelling, composition and lighting into the scene.
A short summary of the answers I was looking for that I found very helpful.
How do I improve my quality of my assets?
Pay attention how the asset is created, edge definition, discoloration on surfaces and edges. This will make the asset unique itself. - Clinton Crumpler.
Why are the benefits of using benchmarks?
Benchmark is useful as it sets a goal for myself. Having a benchmark means gathering work from artists I admire. The artist mentions doing this before creating your assets could give you a clear goal, quality that is admired by other people and give you motivation to fulfill similar results as the artist. The best advice is to use real world references and have similar quality. Artworks helps you understand the quality expectations, as it consists of polycount, textures, uv maps etc. There are artists sharing their work process through tutorials and forums where you will learn a lot from. Another advice is to upload your work to communities to receive feedback such as polycount, CG society or Facebook.
Is there anything particular to pay attention to in the scene?
Lighting is important at an early stage of the project. Lighting will add mood into the scene or image. You will be able to see where high contrast, warm and cold colours will appear. Consider the brightness values in albedo and roughness textures. An in common mistake is where albedo is way too saturated or dark, the dark object will lose its details in medium light. - Lea Kronenberger
What do you look for in an environment that scream AAA quality, storytelling and thoughtfulness to design?
AAA quality is games with high marketing budget. Especially for environment artist, the primary thing is putting a scene together and storytelling without any words. - Karen Stanley
How should I approach storytelling in my work?
Increase details and add exploration value to the environment. But make all elements have sense and have a purpose. Depending on what game it is, there are different things you want to show the player. As example add some hints to the environment to lead the player, it doesn’t have to be something big.
- Otto Ostera
How do I make a room feel more personal?
Think about the person who lives there. Their personality and develop a story for them, it will add some life and personality to the environment. There should always be a story behind it. - Ivanna Liittschwager
What's so special about being involved with an online learning community?
Online learning communities will help you build connections and relationship with other artists. Tutorials will only provide you knowledge and skill. A community will increase your chances of finding jobs, have a voice, network and build a name for yourself. Online community great for feedback is Dinusty Emprise discord, over 5000 members. - Kem Yaralioglu
Do you have any suggestion or process to add story to the environment?
Start with a basic story, from there think about what happened with the environment or character. Continuing there you should be able to build the base until you are satisfied. - Timothy Dries
How do I stop myself from overscoping? [6]
Diorama is a good example that can be found in Sketchfab. Small environment allows you to focus on the quality instead of the quantity. Creating an ‘One camera illusion’ is helpful, meaning create a blockout of your scene and play with the camera angles until you are satified. - Timothy Dries
I also looked into Job-Winning Environment of 2019, [9] this was very inspiring as they were students and grads. A lot of these artwork used benchmarks and other peoples concept art, now when I'm deeper into the research I feel more confident how to begin with my proposal idea.
I found useful guides which could help me with my process later on for my project. The Beyond extent have hundreds of tips of modelling, baking, texturing, lighting etc. Following other artists work will teach me a lot, I also joined the Dinusty Emprise discord which could be useful for feedback.
Since I'm creating a modern arcade, I decided to go to Retroids Arcade in Worcester to gather reference images and get a sense how today's arcades are. There were still a lot of popular arcades games from the 70's, 80's and 90's, such as pinball machines, Space Invader, street fighter II, Donkey Kong and Pacman. Other popular arcades games today are claw games, ticket games and competitive games such as Mario Kart. I still want to include old arcade games from the 70's, 80's and 90's to keep the evolution which has inspired other games. I would want to include at least one modern arcade game for my environment as well, either claw game or Dance Dance. I might consider that option since there is a time limit. [12] [13]
Looking at today's arcades, there are both arcade bars and arcade halls. Smaller arcades will obviously have smaller and less machines, since there are a lot of arcade bars in United Kingdom it could be a good option as I'm going for a diorama. Majority of the floors are wooden, and the condition of the machines looks slightly new.
Comparing arcades in Europe and USA, the arcades looks similar. If we were to compare Japanese arcades and Europe's, you can see the difference. Japan have arcade games more of an Asian culture such as taiko drums, saturated and brighter machines, brighter environment and language. I would say the machines here in United Kingdom have a darker colour palette and darker environment.
Style - Realistic
Atmosphere - Dark, eerie, abandoned and creepy
Colour palette - Blue and red for machines and other interior assets. Blue will be for the lighting atmosphere.
Textures/materials
-Trim sheets
- Decals
- PBR
- Paintings on walls and floor
- Marquees for arcade cabinets
- "Radioactive" dust
- Damaged surfaces
Lighting - Sky and directional light, light beams, and point light
Gameplay - Player will explore the location to find any local inhabitants or been given a task to solve.
I wasn't completely sure what's the most efficient way to work with blockouts, even though I have done it before. I found an interesting video where the Environment Artist Tim Simpson gives some good advice. The question: How to organize to respect the scale of your environments? How to organize to respect the scale of your environments?
Always have a simple blockout and try it out early in the Engine, this is to make sure the scale feels right, camera feels right and how the game feels and it going to be played. It's not very important to be way too precise with the scale, as long the scale looks right. Another advice he mentioned was using a 3rd person blueprint in unreal, I will give this a try once I have finished my blockout. [14]
I personally prefer creating thumbnails by blocking out, I used a real scale human character for the scene to make the measurements quite similar. Blocking out thumbnails seems easier for me, as I don't get caught into any details, I just want to focus on the composition and imagine where and how the lighting is going to affect the scene. Neither am I confident when it comes to perspective, this is why I went for this option. I also find it helpful, this saves time when I find my final thumbnail and I will only have to re-adjust and add stuff to the scene.
I liked thumbnail 3,4 and 8. The thumbnails have their own interesting composition, depending what my goal is for the environment I would have to pick wisely. Thumbnail 3 has a creepy passage which would go along with the abandoned arcade. Thumbnail 4 gives a wider overview of the environment allowing the viewer to have more things to look at and focus on, same goes for thumbnail 8. I will be going for thumbnail number 8 as I like the layout of the scene, I will do some adjustments and add other items for my final concept.
I got some very useful feedback to improve my environment, I think it's quite difficult to add storytelling especially with the story I have for my environment. To get the storytelling into the environment, I have to increase details and explore the values to have an actual focal point. And potentially include graffiti to make the room feel more personal, this will give a sense who used to work at the arcade. I will get rid of the table as it takes up a large area in the room. Having a letterbox by the door would help with the location as it will be based in Nottingham.
Add more tone to give it a focal point, too grey in the middle.
Bloom from the windows
Dust particles in light beams
Storytelling; Who owned it? Can the environment reflect the person? In some thumbnails the focus in the upturned table, I don't want to focus on that
If humans are alive, maybe add graffiti
Litter since people once got together
Maybe letterbox pon on the door and letters on the floor by the door
Once receiving all the feedback I created a final concept, the scene is a lot better than the thumbnail from before and there are some stronger elements. Throughout the process the focal point was missing, to guide the eyes I increased the lighting behind the door, put the gasmask on the stool to add some storytelling and cables leading into the room. This should hopefully connect with the abandoned arcade and make the focal point stronger. Other things that gives further information is the Nottingham newspaper on the Dance Dance platform and social distancing decals.
There is still some tweaking to do with the scene, having it black and white make it a bit difficult. However, I will make the hole in the ceiling a bit larger to make the arcade room brighter.
Black and white makes it difficult
Make broken ceiling a bit larger
Make the lighting brighter
Remove a few assets from the scene - no resting place for eyes
Cast shadow to then wall - Pillar
Fix door angle
Walls are too perfect
This will be my final concept for my environment, there will be further changes once I come to the production part. I also added some further damage on the floor/wall and dust to show that some areas have been untouched for a long period. For me, it's important I stick with my goals. I want to have a focal point, lighting, composition and storytelling to the scene. I still want some areas to be empty, therefore I removed a few objects from the floor to give a clearer path. With the lighting I will be able to make it work with the material I have for the gasmask, I want the viewer to focus on the gas mask to give a backstory of the scene. The viewer should eventually look for further details such as the dust on the screens, damaged ceiling, walls, face covering and more.
Following the guide from Tim Simpson I imported my blockout into the Engine, the scene and camera feels right. I used a human character in Maya to sort of get the correct scale. So far, I have tried to get used to the engine and learn the navigation and lighting. I personally don't like how the navigation works on Unreal Engine as it's very different to other software's. I enjoyed the lighting process as the settings were similar to Unity.
I did come across a couple of issues when working with the light, I did modular assets at first which caused different shading on the walls, this was caused due to lowpoly meshes. When modular assets have different shades, they tend to cover the seam with other assets. There is light hitting the assets on the front which is supposed to be shadows, this is something I will have to keep in mind and fix.
Since this is only a blockout, the scene looks empty right now. Once the vines and decals are added it will make a huge difference. With the planks and vines, I think there will be nice light beams coming through the broken ceiling setting the mood. I will also include volumetric fog later to get an idea how my scene will look like.
In the before scene, the scene was too plain and door didn't create an interesting focal point. I don't want the door to be catching the eye so quickly, so I made it into a dark room instead. Having a bright room sort of ruins the atmosphere and don't give much of a storytelling.
I extended the room behind the door and added cover sheets on the machines. My initial idea is that some of the machines were already out of order and have been covered due to the pandemic, during that time the machines were covered due to the arcade being shut down for a period of time and eventually opened again. The litters laying on the floor shows people have been there. To make the room a bit mysterious I decided to make the room dark instead of having a bright room, this will help balance out the light coming from the ceiling. I will also add some flickering animation for the red light. Having light still functioning shows that the nuclear accident was quite recent.
I tried different HDRI's for the scene and personally like the top left and right as I like the cold tones. This gives more of an abandoned place, I also like the blue tone and red light which balances each other out. I will be going for the top right as it has a bit of warm tint which makes the lighting look more natural.
The blockout from top view might look empty at the moment. This is because I haven't included the cables and smaller assets. I feel like the smaller assets will be the touch-up for the scene.
The asset list is a way to keep track on what to create, materials and further details. The hero assets will be Dance Dance machine, arcade cabinet, pinball machine and gas mask, creating the assets will be quite a long process. But once I have all of that finished, the rest of the process should be smooth since I will be using modular assets.
Right now, I’m a bit concerned the fact I have gone for a complicated scene with lots of assets. Although, I have done this before and believe I can do it as I need to sort my time management, I will find a way to do it the most efficient way. To save some time I will throw some sheet over a few machines as it suits the story and scene as well.
I will create a high detailed Dance Dance machine as its closest to the camera and could be a good prop to focus on. The longest to create will be the machines and the lighting, therefore I will spend some extra time on that and play around with the decals. If there is too much I would certainly have to make the scene smaller.
I started gathering reference images before I refined my scene. My process was to create a basic blockout and thumbnail knowing what I needed to create for my scene. Finding reference images is a long process for me since I want to make sure have a close up and three different angles of the model. I eventually started with an asset measurement before I refined my blockout.
My PureRef didn’t look like this from the beginning when I collected my reference images. During my process trying to find the measurements and refining my blockout I added more images with the information I needed. Throughout the process, I was able to keep my PureRef organized.
Rescaling
I found this useful guide by Jason Cheung giving advice about the pre-production process. Since I'm new to Unreal Engine the pivot point might work differently and the scale. I noticed the human character I downloaded had an incorrect scale which made me rescale everything, although this is where I created my modular pieces and made sure they would snap with each other. Jason also mentions about trim sheets, decals and vertex paint which I will use for the production part.
Light Blocker
The issue I had was lighting shining through the modular pieces which gives a weird light, especially at the front of my scene. Therefore, I will use a light blocker which is a single mesh which should prevent light shining through the modular assets. The meshes won't be visible for anyone.
Usually, one problem we will encounter during the blockout stage in Unreal is the light shining through some of the modular pieces which create a lot of ugly light bleeds after the light bake. What we need to do is build a light blocker to get rid of all that light bleeding. A light blocker is a single mesh that covers up the whole room, so the light won’t shine through it. You can see it in the image below. Keep it in low poly, with no textures and UVs because no one is supposed to see it unless the game is bugged. The light blocker will be placed outside your scene like this.
With the modular assets I can work more efficient by snapping the assets to the vertex. This is also a way to build different levels by using repetitive assets, the smaller assets are another way to add further details to the scene.
It's pretty clear where the focal point is, with the warm colour I can easily enhance the focal point.
Composition 1
I explored other compositions, but decided to go for composition 1 which I had since the beginning. I feel like this perspective give an overall view of the scene. Zooming in the camera would have reduced the overall mood and ruined the composition. The other shots can be included for me final renders.
Reading through the articles gave me a better idea and how to make the scene look more interesting. I would say I have a quite basic composition, I have one-point perspective and focal point that is obvious. Although I found the shape language interesting when it comes to environment as diagonal squares symbolizes instability and broken which suits my abandoned arcade. The one point perspective also creates obvious leading lines into the dark room.
With the golden section - rule of third I placed the gasmask on the bottom left which is an important element. The gas mask should connect with the story telling and give a hint about the story. To make the focal point stronger I will have light beam pointing towards the gasmask.
The scene is an one point perspective which creates obvious leading lines, the leading lines should guide the eyes to the dark room and gas mask.
With shape and symbolism I can explain the environment better using the non-straight squares which symbolises a broken and ustable arcade room.
The arcade cabinets and gas mask creates a triangle. So does the arcade cabinets covered by sheets. The triangle makes the scene stable, calm and balnces it out.
Once I'm happy with the composition I decided to create a secondary blockout, Arthur Abeen an environment artist did this method. The reason for this is once the proportions feels right, I can create my secondary blockout, secondary blockout are a bit more detailed. Secondary blockout can be time consuming but will make it easier for me once I reach the production stage. The third blockout will be my final blockout. Adding more details to my blockout will give a better visual how my assets fit together.
These are the primary assets I will focus on, creating these assets will take the longest. The process went quick as I already had all my reference images and measurements gathered. The gas mask was created from scratch, I used a quad draw on top of the human character which was a live object allowing me to draw quads on top. Using this method allowed me to get the head shape easier.
I found an article about modular pipes, when looking at games there are always pipes everywhere. Just having a cyliner as a pipe for my scene would look too dull, therefore I added some support for the pipes since it's hanging from the ceiling. This article could be useful for future projects when I need to fill in the scene with pipe and create modular pieces.
Here is my callout sheet, callout sheet is useful to give sense how my assets will look like. Since I'm creating a realistic scene, I will be basing it on these reference images. There are more decals I will use for the scene. I feel like the callout sheet will be very useful when I come to the production stage as the callout sheet feels well organised and clean. Right now, I feel confident about the scene. As I'm ahead of my schedule, at this point I can do secondary blockouts for the smaller assets and complete my pre-production form.
My process pipeline will consist of baking and custom materials, I don't have a lot of experience within those areas. After discussing the next module with Chris, I had a dilemma whether I should do lighting or materials. Since I have experience working with lighting and would say I’m decent, I decided to focus on materials. It would be a better option, both for my portfolio and future projects, showing I'm able to create my own materials shows I have knowledge within that area. And including that for my portfolio shows a good variety, rather than only environments.
Most of the process will be creating a low/high poly depending on the asset. The priority assets I will be baking are the Dance Dance machines and arcade machines. From there, I will see how much time I have left as I still want to get a nice customized material for my scene. I'm familiar with most of the applications besides substance designer and unreal engine. Other than that, I will attempt to try trim sheets, if I have time. And decals are also a priority as it will make the biggest difference.
Once I was satisfied with the shape and size of my assets (secondary blockout), I decided to develop it further by adding details and bevel the edges. I decided to skip some details as I’m aware I can bake those details. When modeling the arcade cabinets', they had similar process but different shapes. I thought the Dance Dance was quite high poly, but after speaking with others, this could be my final low poly model. I think it came out higher than expected, but since I'm aiming for PC the tri-count should be fine and for the companies I'm aiming for.
The tri-count came out higher than expected for each asset, when doing my tri-count plan for each asset I expected around 1000-1200k. For these assets, if were to stick to that amount of tri-count I wouldn’t be able to have the bevel edges, as I want those details to appear. That is important for me since I want the player to explore the scene. Reflecting over this, for a PC platform realistic tri-count between 1000-5000 should be average. But this also depends on the model and game, the Dance Dance Machine is a complex model which means higher tri-count and details.
Now when I have all the assets ready I feel like this is a decent amount of assets. I will prioritise the important assets first and make my way to the smaller ones. There will some baking, which are the Dance Dance machine, arcade machines, gasmask, cover sheet and stool. I'm baking these assets as I want to add in some missing details such as buttons, screws, decals etc. This will make the asset look more realistic as well. Hopefully I will have enough time to get the texture and details I want.
Majority of the scene will consist of decals. Other than that, I also want to use trim sheets as I haven't used it before and would like to learn it. This is more efficient and will help me save time, the trim sheet could be used for the wall as example.
Total Assets: 38
Wall, floor and ceiling: 9
I downloaded a free ivy asset from sketchfab created by Daniel Gryningstjerna. I will not be using this asset for my final project. This is to get a visual view how I should place the ivy and get an idea how to model it. This will be a lowpoly around 1k tri-count, this is because I have the arcade machines which is my first priority. Having foliage in my scene will make the scene more interesting, adds storytelling and gives the viewer an idea of the outside world.
I think it's good I'm using free assets for the pre-production part. A part of the process is also how to apply the textures to the material. Since this is my first time using Unreal Engine. This was completely different to Unity I would say. I found it quite confusing first but as I tried to figure out the navigation, I'm starting to learn the basics of the material editor. I tried different methods to get a transparent background but got a couple of issues. For this I used masked and alpha channel to hide the background. Other ways could have been done by using multiply and constant, but this method did not work for me.
I came across a few issues when I tried get a transparent background. There were both RGBA and A channels, the tutorials didn’t have a RGBA channel which caused some confusion. The texture file I had was TGA, I did assume that was the issue at first. But as I did some research, I found that TGA has RGBA channel. Whilst, PNG alpha channel usually is stored differently.
Daniel Gryningstjerna, Ivy, Sketchfab Link
Looking at the ivy, I would want them to look less compressed and have different shapes. Smaller ivy to add some details around the edges.
I tried different ways to get the volumetric fog such as light shafts, exponential fog and custom godray. The different results are the images below. The godrays didn’t really appear the way I wanted when I used the light shaft and volumetric fog/exponential fog. The result that was the most accurate, was the custom godray which came out pretty good which was similar to my thumbnail. I want to make sure I have the lighting my scene set up so I know how it will affect my assets and which ones that I would need to focus less on. Currently, this would be a quite basic lighting set up to help my blockout.
Following these two tutorials and trying out the different methods of volumetric fog has given me a better understanding which method works the best. I found that light shaft and volumetric fog/exponential fog worked better for exterior environment. Using those two methods for an interior environment only caused issues for me, it made my scene brighter and foggy which wasn't what I wanted. I tried another method where I had to create a local volumetric fog which focuses on a specific area. But this caused the same issues.
Light shaft [20}
Light shafts can only be used on directional light, the light must be in the screen to make the godray function. For my scene, I had a pretty low value intensity for my directional light, which means it wouldn’t do much on the godray. I had more spotlight since I want the light to spread throughout my scene. Basing it on the results I got, the light shafts didn’t affect the scene at all. If I increased the directional light intensity, the whole scene would become bright.
Volumetric fog and exponentional fog [20]
Volumetric fog works with various light sources such as point light, spot light, rectangle and directional light. With volumetric fog I can limit the fog in various areas. Volumetric fog is also used for games nowadays which gives a realistic look. It also allows you to be accurate and have translucency. I have used volumetric fog for my exterior environment before which gave great results. However, this didn’t work well for my interior environment. Even if I had light blocker, the fog would still go through it making the whole scene white. And this had to be used with the exponential fog.
Exponential fog was also one of the reasons my scene became foggy. However, I used the exponential fog for all my experiments. Without the fog, the scene has too much contrast which makes it look less realistic.
Custom godray [19]
After trying out Unreal Engine’s different volumetric fog, I decided to create a custom godray. This is basically a cylinder mesh that has a gradient mask on it. By adjusting the opacity, I was able to create the godray effect I wanted. This is also great as I can scale the mesh without having to change anything. I also used the exponential fog since the abandoned area is pretty dusty. It's fine using this method since it's a smaller scene, if it was a larger scene I would have used the other methods.
Once finishing the blockout and importing the high poly models, I did a paint over and photo bashing. I’m not entirely confident when drawing without a perspective guide, therefore the blockout was useful for this method. The final concept is missing a few things, I want to include wooden particles laying on the ground that shows that it came from the broken ceiling. The left side look a bit too empty, but I’ll fill that with decals. It’s the smaller details I haven’t included in the concept. The smaller details should add more to the storytelling. I really like the graffiti wall as it makes the room feel more personal. The overall colour palette should be cold which has a blue tint in the entire scene. The various hues coming from the arcade machines will balance it out a bit.
For the pre-production stage, I should have everything planned, through research and testing. Back in week 3, I was unsure how I will approach the texturing stage such as customised material in Substance Designer, how to plan and create trim sheets, vertex paint in Unreal engine and add decals on models.
This section will be all my research and plan of how to approach these areas. As I have been planning my texturing, I realised this is one of my weaker areas and I would like to improve my knowledge and skills in texturing. Therefore, I will be creating customised material for the supplementary skills module that I can include for my environment scene. To work efficiently I will be using trim sheets, normal edge decals, decals and vertex paint to speed up my process. These areas are important as it’s used in the game industry, I want to be able to demonstrate these in my portfolio, showing that I have a good understanding and experience within these fields. I could also split up different parts of my environment to upload for my portfolio, such as my customised material demonstrating my process and research.
My final thoughts about my planning and experimentation in these different areas have been very helpful, and I feel more confident approaching my production stage now. There might be some changes along the way, which is normal but I'm not very worried about it. I'm glad I managed to get my research done before semester 2, which means I can focus on the production stage and get my high poly models done before the next module starts. If I didn't do my planning and research into trim sheets, materials, normal edge decals and vertex paint I think I would have struggled a lot in my production stage. Realising how important pre-production is, I will be able to improve my work and find solutions when doing my experiments as well. Other than that, I know what I’m doing, why I’m doing it and how it can be useful in the game industry.
Planning modular environment
I sort of have an idea how trim sheet works but I'm not entirely sure how to plan it efficiently. I found this very informative tutorial, as he goes through the different stages of planning. I also screenshotted a few questions that could be useful for my production stage. I know my trim sheet can be used for the walls, ceiling, wood such as door, shelf, chalkboard and table. To break up the pattern I will use vertex paint or decals to add stains, dirt and signs.
Morten Olsen shows his process of making trim sheets, this is stylized. But he does show some nice ways to use the trim sheet and a plain tillable version. Having normal map bevels in the trim sheet will make the edges less sharp. But for my project, I'm planning to use normal edge decal to get those damaged corners (further down)
Color ID
I'm creating a colour ID to make sure which materials and textures I can re-use for this scene, this is also to stay organised. The major textures would be wood, steel and plaster, these will be painted using vertex colour in unreal engine to break up the repetitive pattern later. I want to keep the texturing separate from my priority assets as these ones will consist of decals, the dust will be painted on in Substance Painter to make each of the asset unique in their own way.
2048x2048 for modular assets and repeated objects
2048x2048 and 4096x4096 for priority assets/larger assets
What objects are repeated throughout the scene?
Walls, ceiling, floor, soda can, stools, tables, gasmaks, paintings and ivy plants
What objects are unique?
The high priority assets are unique. Dance Dance machine, arcade cabinetrs, pinball machine and gasmask.
How many textures do you need to make up the scene?
11 textures/materials
Where can you re-use textures to make various objects?
Wood brown - Planks, shelf, door, chalkboard and table
Wood black/grey - Table and painting
Steel/metal - Pipe support, pinball legs and stool
Plaster material - Wall and ceiling
Can you take a texture and mix it with vertex colour to get another one?
Steel and metal > rust to vertex paint
Pretty much all - Dirt, damage, and color tint layers.
Where do you need to colour with vertex colour?
Wall, ceiling, floor and machines
Here is my visual idea of a trim sheet, I went through the 4 parts of Tim Simpson demonstrating trim sheets. I feel more confident now, as this is pretty much the same process when it comes to baking other assets in general.
When creating a detailed base mesh in maya there are some stuff to keep in mind. I need to make sure to subdivide polygon before importing to Zbrush to prevent any stretching. Since I'm working from the front side, I will need to keep in mind that's how my normal map will look like. Therefore, by scaling the faces a bit will show the details. My textures will be different from the tutorial however since I will have plaster, wood, metal textures.
Plane is usually 4 meters and 2048x2048 and 512 px per square meter, this is the measurements for console. Meaning 1 meter is usually for bigger areas such as walls.
Material masking in Susbtance Painter
Since my trim sheet will have multiple materials, I will use masking to isolate different parts. This shouldn't be a problem, and I will be including my own materials as well rather than use all Substance Painter's materials.
Wood brown
Wood black
Steel
Metal
Plaster
The materials would be two different wood textures, steel texture, metal texture and plaster. For the wall, it would be quite simple, adding details will be done with vertex paint.
I feel more confident about the process now and can begin with my trim sheet plan. I found different trim sheets to get inspiration and ideas to layout my textures. As example, I can re-use a wood frame on various models to enhance details on a flat plane.
The door has wood frames and pattern which would allow me to do some sculpting and baking for the trim sheet. Rather than having one wood material applied on one asset, I can include some details for my trim sheet which will give some wood variation. I gathered a couple of images to get different wood patterns and textures, I think this was a great plan for my trim sheet as I can re-use various wood textures.
At the end, I didn't include steel and metal into my texture. I decided to go for a wooden trim sheet, the texture I didn't include can be a separate material. Steel and metal material can just be applied directly on the model instead allowing me to do individual details such as screws and rust in Substance Painter. I could have included these into my trim sheet but there weren’t a lot of assets I could have re-used the texture on.
Now when I have my trim sheet plan ready, I can do further research into materials as I need to get into Substance Designer before semester 2. This is to work efficiently and not be stuck in the research part when I get into the production part.
Overall, I'm glad how I managed to get a trim sheet, I have been very confused which models and textures I could use for my trim sheet. As trim sheets take a lot of planning and how to re-use the textures on the models. I definitely feel like my research into trim sheet has paid off and I hope the final results will turn out good. The textures will be used for:
Plaster - Modular assets (walls) and ceiling
Wood frame (2) - Door
Base wood - Shelf, table, door, picture frames and chalkboard
Blue/grey wood - Table and picture frames
Wooden planks - Shelf support and ceiling planks
Skirting board - Skirting board, picture frames and door frame
Maya: Use basemesh to get detailed results. Make sure to subdivide so the mesh have quads and to prevent it from folding in Zbrush. Export FBX
ZBrush: Take base mesh into Zbrush, to add details, cracks and damage. And keep mesh tileable
Maya (mesh tilable)- Import high poly and take the furthest mesh on the right/left and move to the edge on the opposie side. Export
Baking and texturing: Take highpoly mesh into Substance Painter and bake to flat plane. Use smart material to create textures quickly and effectively.
Substance Designer Test- Wood
Since I'm planning to create materials for my supplementary skills module, I want to get used to the layout before I get into the production stage. This is my first time using Substance Designer, I would say I learnt the software quick. I just need to keep practicing before I understand what each node means.
The result of the material looks decent, it's too simple and plain. That is not a problem for me, as I'm aware I can take the material into Substance Painter and draw on dust, stains and scratches to add further details.
Wooden floor - Lost file TEST
I attempted to create a wooden floor by following the tutorial below. It was simple to follow and learn. I still find it difficult to understand when connecting the nodes with each other, this is more of the complex stuff. I was able to capture my material process, but my saved file didn’t have the nodes in it, so 3 hours of work was lost. Luckily, this was just a test and to know the software better. The nodes are used repeatedly which make is easy to work, noises, warp, normal maps were used very often when creating the material.
I couldn’t finish the tutorial, but I think from that stage I would be able to figure it out myself. Adding the base colour and do some further adjustments wouldn’t be a problem since that’s what I did for the wood material above.
Wood floor with nails
I attempted to create something I will use for my environment. I mainly wanted a wooden floor with nails and managed to find this useful tutorial. I would consider this as more complicated tutorial as the graph contains loads of nodes. I also noticed from the tutorials I have been following they use different methods to create the planks. This one was created using "shape" whilst the other wood material I created above was created with bricks.
Now when I have spent some time on Substance Designer, I know the process and how to import Susbtance Designer to UE4. At this point I will use png. 2048x2048 pixels. There will be vertex colour painted on top to show the poor condition (production stage) and to avoid the repitition. I'm actually surprised how the material appeard in Unreal Engine, this is quite how I wanted the floor to look like, especially the dark wood. I used substance plug in which makes it more efficient and gives me the same results as in Substance Designer.
Metal grid
I thought I could use this metal grid material which I downloaded for free by Łukasz Sommer, I won't consider creating my own custom metal grid material since it will only be used for the dance dance machine. The material can be added when I'm finished with the baking, allowing me to mask the speakers and apply the metal grid material. By doing this, I can scale it and move it around to get the results I want. Eventually, add further decals, stains and dust.
I will be creating 6 customised materials and +6 materials will be free materials downloaded from Substance and Artstation. I want to create my own materials for those who are a bit more complex. I can find the simple materials in Substance Painter, then use decals, smart materials, alphas, stains etc. to add further details. I know that creating one material can take around 1-2 days, depending on the complexity. There might be some changes along the way when I get into the production stage. But right now, this is my plan of which materials I will create on my own and use. Other materials will be on smaller parts of the models such as the speakers on the dance dance machine, I didn’t include those below. With the research and learning the software, I feel confident approaching this process and think I will enjoy it once the final material is finished and applied to the models.
Decals will be one of the important parts of my project as this will make a huge impact on my scene. I will be adding decals pretty much everywhere to add damage, stains, dust etc. I haven't used decals in Substance Painter or Unreal Engine, therefore I will look into how to apply decals to individual models and add decals in Unreal Engine. This should be slightly easier than creating customised materials and trim sheets. It's important for me to understand the workflow in this area as I will be working with this a lot during my production stage and has a huge impact on my environment.
Below in a couple of tests I did for masking and painting on stains. I have done the painting before but not masking, I thought it would be could do know the basics and go through a quick re-cap. I included some notes I can look back into when I’m in my texturing stage.
I had one issue with the edge wear material, it didn’t appear on the edges when I applied the material. The solution for it was to bake the mesh with only curvature enabled, curvature will extract the mesh information which will allow the edge wear material to be applied. Finding these issues during this early stage will prevent me from spending too much time on these small issues during my production stage. The reason I'm looking into masking and stains is because I will use this process very often for majority of my models, and masking will be extremly helpful when I work on my trim sheets since it's both plaster and wood material.
Edge wear and paint on
Fill layer > Add roughness material in fill layer > Add black mask > Add generator (Metal Egde wear) > Add paint > Paint on scracthes, stains etc using black or white brushPaint on dripping rust
Drag rust material > Black mask > Add paint > Particle brush > Paint on modelMask areas
Create folder > Put materials in folder etc > Add black mask next to folder > Press polygon fill (left side) > Select facesI will be using this glass shader tutorial when I texture the arcade machines. The glass will have a worn-out look by adding stains and dust. For the dance dance machine, I can use color ID to easily apply the glass shader or any other material. This will be more efficient when working with several materials on one asset. Another option is masking, but selecting each face would be too time consuming. Therefore, color ID would be a better option when I work with more materials.
My scene will have loads of decals to add details, prevent repetitive textures, hide any textures seams or mesh seams. A lot of games use tiling textures, and cover those meshes decals and normal edges decals which is basically floating above the mesh. I find this technique efficient and it saves time.
I attempted to add decals on the box and came across an issue immediately. The decal came out pixelated even though I tried with both 1K and 2K image size. The issue is due to my UV mapping and texel density it too low to provide enough pixels. Texel density is the amount of textures resolution on a mesh, or pixel ratio. The solution for that was to make the UV shells larger, as larger meshes need more density. On the left side I didn’t use up my UV space which gave me lower pixels. I stacked some shells and scaled the mesh, making sure all UV shells had similar sizes and use up the spaces. I had no idea how UV map could affect decals, luckily I came across this issue so I can be careful when I UV map my assets later.
Decals in Unreal Engine will be used on modular assets and perhaps fill any missing details. This method was very easy and quick, at this point I think I start to prefer Unreal Engine. Everything seems efficient to create when using the graph and navigate. Now when I have experimented with decals in both Substance Painter and Unreal Engine, I can start creating a decal texture sheet.
Graph and nodes, decal blend has to be set as DBuffer Translucent Color ---, to prevent the decal from becoming transparent
Applications used for decals
Once trying out the different methods to apply the decals, I created two final decal sheets. I thought it would be a good idea to have all my decals ready for the production stage as researching and creating decals takes a long time. These sheets it to help me stay organised and pretty much remember what I need to add to my scene. This process took a lot of planning, as I want to get the details for my scene and to enhance my storytelling through my decals.
The second sheet/slide consisting of cracks, leaking, plaster damage etc are decals for the walls, ceiling and floor. Whilst the second sheet (first slide) will be decals added on top of the first decal sheet. I edited a few of the decals such as the newspaper, a few posters, litter, signs and took my own image of the surgical masks. This is because I wanted to have a worn out look for those decals.
Other than that, I will have other decals as well. It will be separate from these two decals, I will apply those when I texture in Substance Painter such as Dance Dance Machine as it's a highly prioritised model. The reason I’m doing this is because it’s easier for me to stay organised and having a prop with several decals would be better to keep separated from the “low priority” ones and it could perhaps affect the pixel ratio. This is my first time using decals properly and I'm looking forward to see the results as it's an efficient way to decorate the environment and save safe.
I found an article by Augustas Krivelis [23] showing his process of vertex paint on walls. The result is similar to what I want. Looking at the GIF, he uses a base color material, RGB mask texture and decals. These are the three steps I need for my modular assets to get similar results. Mask map is a mixture of ambient occlusion, metallic and roughness, each of these has their own channel such as R = metallic. I used mask map in Unity, which is a way to save space, the mask maps can be created in Photoshop using blending options.
Vertex paint blends two colors or materials with each other. This is a faster method to work with as it doesn't require any UV mapping. It's also easy to set up in the engine. In the game industry vertex color is a cheap method, but if the mesh needs more vertices it can get expensive.
To understand vertex paint, I only used two albedo/base colours to try the vertex paint on the wall. I didn’t have enough vertices which makes it looks pixelated. By increasing the vertices it will give a smoother finish.One issue I came across is that nothing appeared when I painted, it turns out by setting the color value to black and setting RGB value to 0 will work. I’m not entirely sure why it was this way, but I got the solution from Carly.
Since I plan to use vertex paint on the wooden floor it will have some height map, this required a more complex graph. I want dust as example to get in-between the gaps first the make its way up. And a darker shade to paint on to make it softer and add shadows such as Augustas Krivelis GIF.
The tutorial on the right had all the information I needed, and everything worked. There were some nodes I didn’t understand but most of it made sense. The graph has a blend value allowing me to adjust the amount of vertex paint on the model which will prevent me from erasing or painting back and forward. I was concerned I wouldn’t be able to make the vertex paint work due to my experience with vertex paint in Unity which is a bit more confusing, Luckily, everything went as planned and I hope there won’t be a lot of issues when I do the vertex paint in my production stage.
Testing with random materials vertex color, height and blend value. (Not enough vertices to get the smoothness)
Wall and ceiling
Plaster – Base
Damaged plaster
Dark patches (vec parameter)
Decals
Floor
Wooden floor – Base
Grey/white patches
Dark patches
Decals
Photoshop: Will be used to create mask map and adjust images
Unreal Engine: Vertex paint
I will use vertex painting on wall, ceiling and floors, this is to give the worn out look and break the repetition. The wall and ceiling have a boring plaster material, therefore adding damaged plaster and dark patches will make it more detailed. On top of that, I will be using decals to add posters, stains and cracks. I can pretty much replace the materials I had for my wood floor vertex paint since I already the graph set up. Same goes for the wooden floor, besides that I will use both dark and grey/white patches to get a dirty and dusty floor. Decals will be used to add ripped apart posters, coins, face cover, dirt etc. I feel like this process might take a bit of time when it comes to vertex painting due to the details and placement of the colours. This will make a huge difference on the scene and I'm excited to see what changes it makes.
Normal edge decal is a useful method to break up the edges, this can be used for props and tileable textures such as the wall and pillar. Going back to the feedback I had a couple of weeks ago, the walls looked too perfect. Therefore, I want to include some normal edge decals to show some surface damage and this is useful for the modular assets or tileable textures I have. Normal edge decals are also used in games nowadays and could be useful for my portfolio. Normal decals are basically normals applied on top of the edges of the geometry. This method can also help me save time preventing me from baking my models such as the table. By adding normal edge decals on the table as example, will help me work more efficiently. This research was also found on the article by Leonardo Lezzi, the normal edge decals makes a huge difference. [23]
By the looks of it, the process doesn't look very difficult as it consist of modelling, sculpting, baking, masking and apply to seperate geometry. The geometry will bascially be floating on top of the mesh. The same method can also be used for the walls to add deeper surface damages.
Using a cube and subdividing it, this will allow me to UV-map the mesh which will be a normal edge decal. I made sure the UV-shells were in the right order and correct scale to keep it organised and prevent any issues.
I subdivide the mesh more by giving it quads, this will make it easier for me to sculpt in Zbrush.
3. I did 4 different sculpts in Zbrush, I didn’t follow any reference here since it’s only an experiment. To speed up the process and get the details I downloaded free brushes from Artstation from Jeetu Sharm – Link
4. In Substance Painter – I baked the high poly to the low poly model (from step 2), I smoothed the edges beforehand in Maya to prevent the corners/lines from pointing out. I only exported the normal map and did some editing in Photoshop. Removing the lines and cleaning up in-between the normal will give a seamless finish when I import it to Unreal Engine.
5. Created four different trims, same size and UV-map. The UV shells can be scaled differently depending on the width of the normal. In Maya, normal map is base color and alpha is transparency.
6. I imported the four models and applied the material. Since normal map was a base color in Maya, I had to set it as Normal map in Unreal Engine. Otherwise, details wouldn’t appear and the normal edge decal would be dark grey making it obvious.
During my research I came across normal edge decals by Leonardo Lazzi showing a full guide of the process, I thought it was interesting and could be useful for my scene. Normal edge decals are used in more games nowadays and more often in next gen games. This method could be very useful for my environment since I have a lot of assets and things to do.
As you can see above, I followed the steps and wrote down my process. I really enjoyed this process as it’s simple and quick, the overall pipeline in Maya, Zbrush, Substance Painter and Unreal Engine went very smooth. Besides that, Photoshop was one of the more complicated areas for me when it came to editing the normal maps and painting the alpha map. Since this was a quick experiment, I need to keep in mind when I draw on the alpha maps, I need to be more precise when I do my final normal edge decals.
There could be other methods to approach this to get the same results such as baking individual models, but this is way too time consuming. I would say normal edges decals is better for low priority models and modular assets, to add further details. For my environment, I will be using the normal edge decals for the walls, ceiling and any picture frames. Other than that, I could perhaps use it on the other models if it’s missing any details. Each normal edge decal will pretty much have its specific detail such as damage for wood, plaster and other materials.
I would consider using normal edge decals for future projects as it gives great results and it simple to create. I’m glad I attempted to try out normal edge decals and follow the whole process as it’s a smart and efficient idea.
Artwork by Ramon Zancanaro [48]
My scene will have some vegetation, Chirs recommended Ivy Generator. Ivy generator makes ivy grow automatically along any mesh giving natural results. Ivy generator also have settings allowing you to adjust the gravity, leaf size, weight etc.
I wanted to give this a try, looking at people’s artwork using ivy generator was quite impressive as it looks realistic and natural the way it grows. Using Ivy generator would be a quick way to create vegetation for my scene, especially when it will be growing along the walls, planks and ceiling.
During my experiment I found it weird how I had to triangulate my mesh before importing it to Ivy Generator, it must be triangulated to be able to generate. The software had very strange controls, but other than that the software was extremely easy to use. The result I got isn’t great, as I kept re-growing the ivy, I started to understand how it functioned. The ivy starts from the green dot which I place myself and grow upwards, this would make sense if it’s an exterior environment. Since mine is interior, I would want the ivy to grow from top to bottom.
My solution for this would be rotating the ivy in maya as it’s the easiest way. Other than that, the ivy tends to get stacked on each other, creating a large amount of unnecessary number of cards. This can be deleted in Maya though, to minimize the number of cards I can section the ivy. Such as generating a smaller area by itself. After giving it some thoughts, I will consider using this for my production stage with my solutions I wrote in this paragraph.
Here is my pipeline for each asset, after doing my research and experimenting I feel a lot more confident how to approach these different areas and software's.
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