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Some general technical questions...

jordank95
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jordank95 polycounter lvl 9
I have a few general tech questions regarding a bunch of different topics, if anyone could shed some light and clear some things up for me, that would be great.

1. I see a alot of Substance Designer textures created that are basically what you could just model with geometry. Buildings, walls, more structural things. For example: https://www.artstation.com/artwork/qq8nL
Just wondering what the advantages are of doing this? I could only guess its maybe quickly being able to make any changes on the fly within the Substance graph itself. But if this is being heavily tessellated in engine, wouldn't it make more sense to just model all of these out in modular pieces?

2. When modeling, I sometimes have to try different methods of modeling to get what I want. Sometimes I start over after what I started doing isn't working the way I want. Sometimes modeling in Maya, when prepping something to be imported in Zbrush, I might use a mix of sub-d and just beveled edges on the same mesh. In Zbrush sometimes I use dynamesh, sometimes I want clean angled edges (since dynamesh only projects in a grid-like fashion), so I use Zremesher. Sometimes I feel my mesh is divided too much to get the detail I need, but I keep it that high anyway. As long as its workable and if the high poly just going to be decimated in the end. Is this the way other people work as well, or is my workflow bad? Or is it more "whatever gets the job done". Just curious how this works in bigger studios.

3. Second UV channel. I've been doing game art for a little bit now, and still haven't come across a reason I need a second UV channel (except for lightmaps). Can anyone point out a good example for this?

thanks

Replies

  • GlowingPotato
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    GlowingPotato polycounter lvl 10
    Hi,

    1- Normally, for these kind of details on surfaces, we don`t use geometry at all. If we do, we gonna need a lot of geometry, time and resources to reproduce those details, not efficient at all! That`s why we use normal mapping and for oblique surfaces that we really want to reproduce slopes, we use shaders tricks Like parallax occlusion.
    And, if we need to change things later, we can easily do this by modifying our graphs and textures.

    2-  There is no recipe on how to do things right. Although you will find many workflows online that mean to speed things up, and avoid production error, sometimes, you go for  "whatever gets the job done". But researching online and speaking to more advanced artists (not me) will allow you to develop news methods and better workflows. 

    3- I have a good example for this. I worked with a in-house game engine where all dirty masks and decals was placed using a second UV map made by our artists. You can probably find on the internets lots of good examples of stuff made by using another UV channel.


  • Eric Chadwick
    All good answers.

    The most common use of uv2 is for lightmapping, like you noticed. Another use is baked ambient occlusion for PBR. Another use is for a custom painted mask that blends together multiple tiling textures.
  • jordank95
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    jordank95 polycounter lvl 9
    Thanks for the replies. Definitely clears some things up. One more question regarding the Substance texture linked above...I think I wasn't clear. I have been doing game art for a while now. I have built modular kits before, and have made textures in Substance Designer to apply to these modular pieces. Sometimes multiple textures on a single modular piece. So I do know that you don't model all that detail, its all handled through normal maps and height maps etc. I guess my question is, what advantage does doing the whole thing in a single texture have over actually building out the modular piece with geometry and applying your textures (like bricks for example, or wood) to where they need to go on the modular piece? Basically, the way it's been done for years now. Seems doing it the texture way is very heavy geometry wise when using tessellation. Why wouldn't everyone switch over to just making modular buildings with textures (like the example above) rather than just using a modular kit? Is it because tri count isn't as big of a deal these days? Just looking for the pros and cons, I guess?
  • sprunghunt
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    sprunghunt polycounter
    jordank95 said:
    Thanks for the replies. Definitely clears some things up. One more question regarding the Substance texture linked above...I think I wasn't clear. I have been doing game art for a while now. I have built modular kits before, and have made textures in Substance Designer to apply to these modular pieces. Sometimes multiple textures on a single modular piece. So I do know that you don't model all that detail, its all handled through normal maps and height maps etc. I guess my question is, what advantage does doing the whole thing in a single texture have over actually building out the modular piece with geometry and applying your textures (like bricks for example, or wood) to where they need to go on the modular piece? Basically, the way it's been done for years now. Seems doing it the texture way is very heavy geometry wise when using tessellation. Why wouldn't everyone switch over to just making modular buildings with textures (like the example above) rather than just using a modular kit? Is it because tri count isn't as big of a deal these days? Just looking for the pros and cons, I guess?
    I get what you're asking.

    I can't see any actual practical use of having large details like columns in a substance designer texture myself. It wouldn't be useful in an actual game as you would never have enough tesselation to support that kind of detail.  
  • throttlekitty
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    throttlekitty ngon master
    jordank95 said:
    Thanks for the replies. Definitely clears some things up. One more question regarding the Substance texture linked above...I think I wasn't clear. I have been doing game art for a while now. I have built modular kits before, and have made textures in Substance Designer to apply to these modular pieces. Sometimes multiple textures on a single modular piece. So I do know that you don't model all that detail, its all handled through normal maps and height maps etc. I guess my question is, what advantage does doing the whole thing in a single texture have over actually building out the modular piece with geometry and applying your textures (like bricks for example, or wood) to where they need to go on the modular piece? Basically, the way it's been done for years now. Seems doing it the texture way is very heavy geometry wise when using tessellation. Why wouldn't everyone switch over to just making modular buildings with textures (like the example above) rather than just using a modular kit? Is it because tri count isn't as big of a deal these days? Just looking for the pros and cons, I guess?
    I agree that there's also little practical use for making game assets this way, for VFX and offline rendering, there's some value for sure.

    I think it's more of a "why not?" thing, or for the challenge, pushing your skills further. Even if there's no direct use, that creative spark is what drives the industry. Maybe someone else will see substances like this and say "Hey, I bet I can write a script that makes a low poly building from this in a smart way". Procedural building modeling is already a thing, but the more tools we have available to us, the better off we are. I guess this flows back into your "whatever gets the job done" question.
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