DISCLAIMER
This is a development blog to document and record progress as a part for an ongoing research program. However, please feel free to provide
comments,
criticisms,
tips / tricks, and other relevant insights - I appreciate any advice you can offer. Thanks!
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Objective: create game ready VR environment to support a variety of archaeological tasks
Deadline: September, 2018
- Quick Zbrush sculpt of primary play space
- Added dirt / piles
- Test proportions
- Retopologize high poly mesh to low poly variant
- Bake mesh maps in Substance Painter
- Check for artifacts; looks OK
- Material renders for candidate surfaces; displacement maps seem fine; good color
Replies
*experiments include displacement blend materials by Lincoln Hughes
Notes:
I heard tessellation was an issue in UE4, but coming face to face with it was another thing. The implementation clearly works, and I'm sure there are settings that could be managed to produce a usable end result, but I'm questioning whether it is worth it.
Alternatives might include static tessellation instead of dynamic (camera based). In doing so, a spherical mask could be defined based on a static coordinate, and then just tessellate the ground plane that way. It seems the engine is happier when the tessellation doesn't have to update constantly (of course), however, I have not seen any realtime projects for game-ready environments that are using it successfully - that's not to say they don't exist, I just haven't seen them personally.
Cons:
- Texture popping, camera stutter
- Seams on modular pieces
- Extra shader complexity to manage subdivision levels
Pros:- Project probably would not benefit from a modular kit
- Managing geometry inside the Editor
- Managing texturing inside the Editor with World Space UVs
QuestionNotes:
*Thanks to @radiancef0rge for input
*debug textures applied