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Oct 31, 2013 (3 years and 7 months ago)

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Research Documentation

Jonas Malm














Abstract


This is my research document where I identify
my

project

workflow

and some of the problems
I
might

be facing.





















Version
history


Version

Date

Author

Comments

1.0

2013
-
01
-
25

Jonas M
alm

First draft










2


Contents


1.

Game Engine









p. 3

2.

Performance









p. 3

3.

The Pipeline









p. 3

4.

Level Design









p. 3

5.

Modeling









p. 4

5.1
Terrain

5.2
Environment

5.3

Props

5.4

Optimization

6.

Texturing









p. 5

7.

Lighting









p. 5

8.

S
oftware









p. 5

3



1.

Game Engine


Unity 4 (Pro)

is a

versatile and intuitive

game

engine with many features and tools that you can
use to
make games in AAA standard.


There are many tutorials helping you
with all aspects of the engine on their homepage a
nd they
have a technical support in case of big

issues.


http://unity3d.com/


2.

Performance


We are using the Unity 4 (Pro) License which includes pre
-
computed Occlusion Culling
solution by Umbra Software.

This solution di
sables rendering of objects that are not visible by the camera. Even though our
prototype level

won’t

be big enough to use this feature to its full extent, it is a
good tool for
optimizing performance.


Unity also supports the usage of Level of Detail


gr
oups which allow you to manage different
levels
of your

meshes at certain distances.


http://unity3d.com/unity/performance/


Stress tests will be done during the project. But since the prototype
won’t

i
nclude a full
scale
level, we are not
so
worried about performance issues.


3.

The Pipeline


1. Mockup
/Basemesh


Maya

2. Highpoly


Maya/Mudbox

3. Lowpoly/Optimizing


TopoGun

4. Baking Maps


Mudbox/xNormal (normal, heightmap)

5. Texturing


Photoshop/Mudbo
x

6.
Import

.FBX
to Unity.


4.

Level Design


Our prototype will include a “Hold the Flag” mode and I need to create a level based on that
concept. Being experienced gamers ourselves we have a good understanding of how a game
should work and feel, but to creat
e one is a whole other story.


I will design the level layout with gameplay in mind and take it from the drawing board to a test
level in 3d. The level will
have an ongoing evolution

during the project and
game testing

will be
a vital part of that progress
.


http://www.interlopers.net/articles/what
-
is
-
level
-
design

http://www.preproductionblueprint.com/


4


5.

Modeling


I’ve only scratch
ed the surface of modeling for real time graphics up till now, and there are
many obstacles to overcome if you are want to reach industry standards.


I will work
with a modular workflow in mind to make my assets have mul
tiple uses throughout
the level
.


http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html

http://vimeo.com/7510490

http://wiki.polycount.com/ModularMountAndBlade?highlight=%28%5CbCategoryEnvironmen
tModularity%5Cb%29



There are four

areas I need to focus on during my modeling to be able to create
a cohesive level.


5.1

Terrain


You can sculpt a terrain in Unity’s terrain editor, but the engine also supports the use of .raw
heightmaps that can be created in other 3d applications.


http://www.youtube.com/watch?feature=player_embedded&v=p0o3bqoM0Qg


I will sculpt, paint and optimize a terrain platform that will be used as a backdrop to the
main level.


5.2

Environment


There will be mostly organic modeling in the environment. Mo
st
of the assets
will be
created as
seamless

as possible
,

so it will be closely tied to the texture process.


5.3

Props


Our concepts are placing importance on hard surface modeling a
nd the technique that
requires.


5.4

Optimization


A low polycount is essential f
or the game to run smoothly and I will put a lot of effort into
make my models as optimized as possible.


I will use TopoGun for this.


http://www.topogun.com/media/videos.htm

http://vimeo.com/6764913


5


6.

Texturing


The texturing

workflow will be tightly connected to the modeling process due to the baking of
maps.


Main texturing tools will be Mudbox and Photoshop.


7.

Lighting


The level will have one
main
light so
urce
-

the

sun
.
The
light source

will have a fixed position
so
the

light
will be baked into the environment to increase performance.

The
Beast light mapper
that is included into the Unity (Pro Edition) enables the baking of global
illumination
into texture
s for great
lighting and
performance
.


http://docs.unity3d.com/Documentation/Manual/LightmappingInDepth.html

http://video.unity3d.com/video/2218289/introductory
-
010
-
lighting


8.

Softwares


Unity 4




Game Engine

Maya 2013



Modeling

Mudbox 2013




Sculpting details/Texturing/Baking

TopoGun




Retopologization

Photoshop CS6



Texturing
6



Additional

Links:


http://udkc.info/index.php?title=Category:Tutorials



http://udn.epicgam
es.com/Three/VideoTutorials.html#3D Buzz Video Tutorials
-

Using UDK



http://sites.google.com/site/ut40kmod/UT40k_mod/ut3
-
tutorials
-
1



http://sites.google.com/site/ut40kmod/UT40k_mod/ut3
-
video
-
tutorials



http://vimeo.com/7510490


Creating Levels

Guide for getting started with environments

http://udn.epicgames.com/Three/CreatingLevels.html