Hi everyone,
I am currently working on a research project into the effects of modular assets (benefits and problems) within games design, aimed towards UDK however a general knowledge-base for all games engines.
I have currently found a fair few tutorials and information based upon this subject, there's an entire section here on the polycount wiki (very helpful) and tutorials from 3d-palace and others that are free and available over the Internet.
The following is what I found so far.
UDN - Two - WorkflowAndModularityCategoryEnvironmentModularity - Polycount WikiGamasutra - Features - Creating Modular Game Art For Fast Level DesignPHILIPK.NET - WORKING WITH MODULAR SETSPHILIPK.NET - WORKING WITH MODULAR ROCKS3dmotive | Sci-fi Modular Floor WorkflowMT7 – Modular Structure Building in 3ds Max – The Bunker 3d-PalaceModular Floor Tiles - Outlined in Shadow - Polycount ForumModular vs single mesh - Polycount ForumSci-Fi Spaceship w/tileable texture elements workflow - Polycount ForumThe Best Quality Seamless Tileable 3D Textures*Ever - PhotoSculpt Blog - PhotoSculpt creates 3D models and textures from 2 stereo photosDigital Mercs 2009 December3D modular Models, 3D modular Animation, 3D modular Files at TurboSquid
I am after as much information on the subject as possible, this includes any tutorials on the subject, these may not be directly related to modular assets however may contain snippets of information within the tutorial and may be just an overall optimization techniques tutorial or other tutorial.
Along with these tutorials I am after any technical information on the subject, as an artist this will be my weak area on the research and not entirely sure what to search for regarding the technical aspect.
I do know that having only one asset takes up the same amount of memory and is not related to how many times it is re-used, the only new things that will be added per asset would be lightmaps and world position information, collision detection may also come into this however if this is set up by a volume in UDK over an entire surface this possibly would not be the case.
However I am trying to find specific information on how engines handle data like this and also I need evidence/information currently available to back up the theory (If people post information directly about the subject then can I please have permision to quote yourself and if is the case, could I possibly have information on what position you may hold within industry or experience within the subject so I can have a solid and relevent basis for my research, I dont mean to offend people who have no experience but I cant use it to back research up even if it is correct as industry standards hevily influence the way everyone works and normaly has a standard and been proven.)
On top of information and tutorials on how to create modular assets, I would also like examples of games that heavily use a modular aspect, games such as mass effect and mass effect 2, Total war seires (uses the same units though not module it uses the same effect and also buildings I do belive use a modular design) and UT3 use modularity a fair bit in different areas of game play and to different effect.
With a large user base on these forums directly aimed towards games I am hoping that there are a few of you that may know of tutorials that may be hard to find, or may at first glance seem irrelevant to the subject.
In return of any help given I would be giving out the research I do on the subject so other people can benefit from this as well.
I would like to thank you in advanced for reading and any help provided.
Replies
You should do a search for the various threads, I remember there were quite a few good entries.
Here is an update with more helpful links that will be included
http://udn.epicgames.com/Three/ModularLevelDesign.html
http://udn.epicgames.com/Three/ModularEnvironmentCreation.html
http://udn.epicgames.com/Three/DesignWorkflow.html
Any and all help with obtaining usefull links/information are most welcome, the more the better as it will strengthen the outcome of the research and make the overall paper more reliable and usefull.
here are a few more that can be added to the list.
http://forums.cgsociety.org/showthread.php?f=39&t=444791&page=7&pp=15#post4855106
http://www.game-artist.net/forums/support-tech-discussion/182-step-step-techniques-tiling-textures-3ds-max.html
http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html
http://www.polycount.com/forum/showthread.php?p=924231#post924231
http://www.polycount.com/forum/showthread.php?p=1101338#post1101338
It would also help you immensely to get in contact with a graphics programmer or two, so you can plumb the depths of various topics. This is the way most artists learn this kind of material, as some of it is very engine-specific (like whether and how well the engine handles instancing).
Check out game programmer forums, like http://gamedev.net
a simple instanced asset (not a modular asset but for performance test this is all that is needed) of a 1000 polygon model instanced 2000 times saved over 3000% of memory (this was untextured) and over 10% FPS increase on a DX9 graphics card.
obviously this is not a real world example as its impractical to think a level can have an object instanced 2000 times, however the results are a relativly good indication to performace gains
I know compiling such data would be monumentaly difficult at times, but I think it'd be great to see someone compile all of the known free knowledge there is out there, from forums, websites, etc, and make a current-gen book based upon the general knowledge of current game art creation processes and techniques. Modularity would be one of them.
another reason I think is we are not writers, we make art and have no experience in wrighting so most of us dont think of it.
and the last huge factor that contributes to this is there are just so many different methods of doing things and there is alot of information out there on most of it, just not put into a single book.
there is one for texturing I know of and one for 3 for UT3/UDK there are ones for modeling however you are correct I know of none complete asset creation guide.
the only reason I am doing this project is for my university dissertation, so they are giving me the time to do so.
it is a good point that needs chaning, however I doubt it will any time soon.
http://www.scottjonescg.co.uk/FYPResearch/Investigation_into_modular_design_within_computer_games_v1.0.pdf
If people do request the practical part that is coverd in the latter sections of the research I can upload the required files, however as this was a test into modularity there are a few issues with the level and it will be released as a UDK file and not an instalation.
I hope this is usefull to some people and whilst UDK was extensivly used the practicies and information given in this document can be used in other engines.
Great stuff Scott! I would like to upload this to the Polycount wiki, with your permission.
http://wiki.polycount.com/CategoryEnvironmentModularity
If anyone disagrees with any part of the document I would like to discuss it and correct it or even expand it, one thing I would like to add to the document is a table of how different engines handle modularity with statistics, late on in the research it was found that UDK instances the meshes in the system memory but sends out a draw call for every different asset instead of batch rendering, as such the engine doesnt actualy take full advantage of instanced modular parts.
I've only been able to skim the PDF so far but it looks like its going to be very helpful. :thumbup:
Tons of great links in here too. Much thanks gentlemen.
If you're going to revise it maybe replace all commas with periods? Epic sentence:
"Using these parts the model can be created from using extrude, cut, bevel and other tools to give this flat plane depth and 3D shape, while most of the UV map will be good, after altering the mesh like the above causes some problems, the extruded parts do not have any new UV coordinates and so have to be manually placed into position, this may be a little difficult as instead of making the texture based on the model, the model has to be positioned in the best location, with time this may not cause a problem however there is a chance it causes a seam in the model as these are removed in creating the texture, as this normally happens on a corner though, depending on its position in the level it might not be noticeable."
thx, i really though i did posted it for nothing since i did the error and at the moment, i'm reading your pdf file from here, i learned alot of stuff !
anyway, you need to update the links because some of them were not availlable any more.