3. Topology
Is it still the case that a mesh has to be airtight, with no geo embedded or resting on the surface of another piece? There was a time when it all had
to be merged into one continuous mesh with no T-junctions, or a vertex
sitting on an edge and not connecting to another vertex. Is this no
longer the case, or is it a situation based decision? Doing it the
embedded way saves on polys but can cause issues with wasted UV space
and polys don't appear to be the issue they once were but texture sizes
still are?
4 Textures
Like
most artists trying to get up to speed, I've been looking around at
what's considered cutting edge as a good benchmark to try and emulate.
Consensus seems to be Star Citizen for the kind of stuff I enjoy
designing and building. I realize its PC only, and you probably need a
mortgage to get a rig that does it any justice, but are these texturing
techniques filtering through into current console and indie games? I
know it was used in Alien Isolation a few years back, but how many
studios use it as standard today?
I'm
confident in UV unwrapping and using Substance Painter for such bespoke
unwraps but is this now an out of date approach and being replaced by
POM and decal mapping on assets for the next gen consoles?
5. POM and Bump Offset.
Trying
my hand at the Star Citizen workflow (be gentle, I'm a noob) I can
definitely see its worth in preserving that pin sharp clarity of the
decals but also notice you have the drawback of the tiling textures
repeating. Any distinct wear and tear on the texture noticeably
repeats.
Am I correct in thinking a lot of UV sets per
asset are needed to blend a range of materials and weathering over the
top to break up this tiling? If so, how many usually?
In an
attempt to add more surface centric wear to my crate, I've created
another UV set that has the more traditional full unwrap, so there are
unique pixels for each part of the model. Allowing me to bake some edge
wear onto a separate texture and then blend it in Unreal with the base
material shader. This still suffers from the old problem of the textures
blurring the edge wear if the player camera gets too close. Crouching
in first person and using the crate for cover would be the scenario I'm
concerned about.
Cryo-Crate - POM and material tests (work in progress)
Replies
Just use enough geometry as you need to get your shapes and silhouette across, without sacrificing fidelity, and without being careless as well. Have your mind focused on how good the shapes read, and not focused on hitting a budgeted ceiling.
Geometry cost is at its lightest as it has ever been, and as you know, is not as such as a tight bottleneck as it was 10 to 20 years ago. If you notice any faceting/chunkiness in your model, especially a hero prop, you do not need to think twice whether or not you need to add some more loops or subdivisions - absolutely go for it, and make it look slick. But it is still nice to be resourceful and terminate your loops and remove any erroneous and useless loops/triangles.
The embedded/floating geometry method saves on tris, and is much easier to LOD as well. Depending on the asset as well (which is why it's situation based) it just may appear unsightly if its a hero prop or a baked asset and has these floating/unwelded details.The slight disadvantage/downfall is very much that it would waste UV space, as the space under the embedded/floating geometry is unseen etc.
If you mean UV sets by different material IDs (like a uv set for the lid, and another uv set for the body etc), it can help, but it won't solve or mitigate the inherent repetitiveness of the tiling textures. Assets do receive many tileable materials, which in the end are just seen as drawcalls. How many really comes down to the asset - drawcalls are the "budget" here. Seeing a surplus of drawcalls for an insignificant/tiny prop is concerning for example. I've dealt with some large and important assets that have anywhere from 5-10 drawcalls on them.
- two instanced metal procedural materials
- an atlas for screws/bolts
- an edge wear trim material for metal scratches that are floating on the asset
- another atlas decal for branding/text.
I could be a bit foggy on this though, as there's much more to drawcalls than simply what materials are being referenced by the model, but at least it would be a big indicator of how expensive an asset is, and can easily be assessed if it's warranted or not.