Saturday, 15 February 2014

Diorama Items # 1


There are two unique assets in this picture. One's a rock, the other's a broken waterfall. It was quite a simple assignment, and a lot of techniques were learned from it. Sculpting, mesh optimization, and better UV packing techniques, to name a few.

It is a rather simple assignment to do, but time consuming, since I spent most of my time on more technical things, like reducing performance overhead. UV unwrapping consumed the most time, particularly with water mill, due to complexity of parts, and the goal to minimize unused space as much as possible.

There's a technique to calculate unused space. You make a solid white UV, take it into photoshop, rescale the uv ref to 1px, use the eyedropper, and you get a percentage of grey in colour palette. In the industry, developers minimize unused space to 10-20% of the total UV map.

10-20% is a really low number, I could only achieve 25-30% unused space. It's good for a student, but better if I could reduce unused space even further.

I might be able to achieve 10-20% unused space in the future, when there are more items to create for this diorama. UV islands can be cleverly placed across different materials, so textures can be packed up as much as possible.

Here are textures that went into this scene. I'll be posting a complete version, which includes all other diorama components, later in this semester.

Layout for watermill:

Diffuse
Normals
Specular
Gloss
...and a rock

Diffuse
Normals
Specular 
Gloss


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