Re: Question about dealing with content creation for large worlds

Juan Linietsky <[email protected]> Sat, 24 Nov 2012 20:35:34 -0300
Newsgroups gmane.games.devel.sweng
Message-ID <CAB2r+_sQbZ0Lw4sAr8FNdCHhx5mmBu1MnPJj5OCTXcZMV4NTNg@mail.gmail.com>
--===============1597623857==
Content-Type: multipart/alternative; boundary=20cf307d02aa1c7dc004cf46280c

--20cf307d02aa1c7dc004cf46280c
Content-Type: text/plain; charset=ISO-8859-1

Hi Chad! Thanks for the answer!

About memory, I believe streaming textures sort of gets rid of that
problem. I did some experiments in modular design with decent results a few
years ago: http://www.youtube.com/watch?v=TKmt1SfCTgM. This was really cool
because i can use instancing for drawing the modules and performance was
superb even on low end hardware.

But I'm trying to experiment with less conventional looking buildings, as
in, more artistic-like or mor apocalyptic. I guess it's in this case where
environments become less modular and uv mapping of a huge scene becomes
more difficult. As an example, imagine something like this:

http://www.hdgamewallpaper.com/wallpapers/rage-city-1280x800.jpg  , where
no UVs are reused (ID's Rage)

Or this, as something more artistic where artists paint directly over

http://th01.deviantart.net/fs71/200H/i/2012/167/8/a/town_from_the_dream___leonid_afremov_by_leonidafremov-d53ojlz.jpg

I know carmack made a Tool for this, but it's a special tool that artists
use for painting. For keeping draw calls low, i guess one could reduce far
away octants to bigger-sized LODs or something like that.



On Sat, Nov 24, 2012 at 7:52 PM, Eric Chadwick <[email protected]>wrote:

> UV mapping buildings is not the bottleneck, in my experience. Keeping draw
> calls within limits and keeping the memory from ballooning are the most
> difficult parts. Having a clear idea how the buildings will be seen by the
> player, and handled by the engine, are key determinants for how they should
> be created by the artists. Do they need interiors? Does the player climb
> them? Etc.
>
> Once that's clear, creating the actual content is fairly straightforward.
>
> Depending on the kind of game, buildings are often done in a modular
> fashion. There's a nice visual breakdown here.
> http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html
>
> Modular UVs are pretty well understood by artists these days, and the
> tools are fairly robust. Maybe the artists you're working with aren't very
> familiar with UV tools or process?
>
> This tutorial should help artists understand the UV process.
> http://www.philipk.net/tutorials/modular_sets/modular_sets.html
>
> This one, although not free, is very good as well, and covers much more.
> http://www.3dmotive.com/training/udk/modular-building-workflow/
>
> We have a lot of articles here about modular workflow. This wiki has been
> built for game artists in particular.
> http://wiki.polycount.com/CategoryEnvironmentModularity
>
> Hope this helps.
> Eric
>
>
> On Sat, Nov 24, 2012 at 3:50 PM, Juan Linietsky <[email protected]> wrote:
>
>> This is a semi on-top and semi-offtopic question. I can't find much
>> information on creating pipelines for creating 3D content for large worlds.
>> I'm finding that artists modelling the "shape" of such words (primitives)
>> of cities, buildings or even natural places such as canyons or valleys is
>> doen pretty quickly, they usually do it in a matter of days. Artists
>> painting texturing and detail to them is also done quickly in nowadays
>> tools, but the absolute bottleneck is UV mapping.
>> The guys modeling take a long time uvmapping everything and artists are
>> often not happy with the resulting UVs. Unwrapping architetural geometry in
>> most 3D apps produces suboptimal results. There is also the problem of
>> texture streaming, for which to achieve a good quality, textures should
>> somehow be split evenly around world areas like quadrants or octants i
>> think.
>>
>> I looked into Carmack's megatexturing approach, but it seems too
>> unnecesarily complex IMO, plus there are no tools available that artists
>> can use commercially?
>> So, I'm looking at some intermediate step, where a tool, (or at least an
>> algorithm),  can take a giant world (like a city), untextured and either:
>> a) Let artists paint directly on it (kind of like ptex?), then flatten
>> and export to zoned models with textures and uvs.
>> b) Just slice up the world in zones/octants, generate uniform uvs and
>> export?
>>
>> In any case I'm really ignorant on how this works in large scale games,
>> so hence my question.
>>
>> Thanks!
>>
>> Juan Linietsky
>>
>>
>>
>>
>>
>>
>> _______________________________________________
>> Sweng-Gamedev mailing list
>> [email protected]
>>
>> http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
>>
>>
>
> _______________________________________________
> Sweng-Gamedev mailing list
> [email protected]
> http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
>
>

--20cf307d02aa1c7dc004cf46280c
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Hi Chad! Thanks for the answer!<div><br></div><div>About memory, I believe =
streaming textures sort of gets rid of that problem. I did some experiments=
 in modular design with decent results a few years ago:=A0<a href=3D"http:/=
/www.youtube.com/watch?v=3DTKmt1SfCTgM">http://www.youtube.com/watch?v=3DTK=
mt1SfCTgM</a>. This was really cool because i can use instancing for drawin=
g the modules and performance was superb even on low end hardware.</div>
<div><br></div><div>But I&#39;m trying to experiment with less conventional=
 looking buildings, as in, more artistic-like or mor apocalyptic. I guess i=
t&#39;s in this case where environments become less modular and uv mapping =
of a huge scene becomes more difficult. As an example, imagine something li=
ke this:</div>
<div><br></div><div><a href=3D"http://www.hdgamewallpaper.com/wallpapers/ra=
ge-city-1280x800.jpg">http://www.hdgamewallpaper.com/wallpapers/rage-city-1=
280x800.jpg</a> =A0, where no UVs are reused (ID&#39;s Rage)</div><div><br>
</div><div>Or this, as something more artistic where artists paint directly=
 over=A0</div><div><br></div><div><a href=3D"http://th01.deviantart.net/fs7=
1/200H/i/2012/167/8/a/town_from_the_dream___leonid_afremov_by_leonidafremov=
-d53ojlz.jpg">http://th01.deviantart.net/fs71/200H/i/2012/167/8/a/town_from=
_the_dream___leonid_afremov_by_leonidafremov-d53ojlz.jpg</a></div>
<div><br></div><div>I know carmack made a Tool for this, but it&#39;s a spe=
cial tool that artists use for painting. For keeping draw calls low, i gues=
s one could reduce far away octants to bigger-sized LODs or something like =
that.</div>
<div><br></div><div><br><br><div class=3D"gmail_quote">On Sat, Nov 24, 2012=
 at 7:52 PM, Eric Chadwick <span dir=3D"ltr">&lt;<a href=3D"mailto:er.cchad=
[email protected]" target=3D"_blank">[email protected]</a>&gt;</span> wro=
te:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex">UV mapping buildings is not the bottleneck, =
in my experience. Keeping draw calls within limits and keeping the memory f=
rom ballooning are the most difficult parts. Having a clear idea how the bu=
ildings will be seen by the player, and handled by the engine, are key dete=
rminants for how they should be created by the artists. Do they need interi=
ors? Does the player climb them? Etc. <br>


<br>Once that&#39;s clear, creating the actual content is fairly straightfo=
rward. <br><br>Depending on the kind of game, buildings are often done in a=
 modular fashion. There&#39;s a nice visual breakdown here.<br><a href=3D"h=
ttp://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html" target=
=3D"_blank">http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial=
.html</a><br>


<br>Modular UVs are pretty well understood by artists these days, and the=
=20
tools are fairly robust. Maybe the artists you&#39;re working with aren&#39=
;t=20
very familiar with UV tools or process?<br><br>This tutorial should help ar=
tists understand the UV process.<br><a href=3D"http://www.philipk.net/tutor=
ials/modular_sets/modular_sets.html" target=3D"_blank">http://www.philipk.n=
et/tutorials/modular_sets/modular_sets.html</a><br>


<br>This one, although not free, is very good as well, and covers much more=
.<br><a href=3D"http://www.3dmotive.com/training/udk/modular-building-workf=
low/" target=3D"_blank">http://www.3dmotive.com/training/udk/modular-buildi=
ng-workflow/</a><br>


<br>We have a lot of articles here about modular workflow. This wiki has be=
en built for game artists in particular.<br><a href=3D"http://wiki.polycoun=
t.com/CategoryEnvironmentModularity" target=3D"_blank">http://wiki.polycoun=
t.com/CategoryEnvironmentModularity</a><br>


<br>Hope this helps.<br>Eric<br><div class=3D"gmail_extra"><br><br><div cla=
ss=3D"gmail_quote"><div><div class=3D"h5">On Sat, Nov 24, 2012 at 3:50 PM, =
Juan Linietsky <span dir=3D"ltr">&lt;<a href=3D"mailto:[email protected]" t=
arget=3D"_blank">[email protected]</a>&gt;</span> wrote:<br>


</div></div><blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;bo=
rder-left:1px #ccc solid;padding-left:1ex"><div><div class=3D"h5">This is a=
 semi on-top and semi-offtopic question. I can&#39;t find much information =
on creating pipelines for creating 3D content for large worlds.<div>


I&#39;m finding that artists modelling the &quot;shape&quot; of such words =
(primitives) of cities, buildings or even natural places such as canyons or=
 valleys is doen pretty quickly, they usually do it in a matter of days. Ar=
tists painting texturing and detail to them is also done quickly in nowaday=
s tools, but the absolute bottleneck is UV mapping.=A0</div>



<div>The guys modeling take a long time uvmapping everything and artists ar=
e often not happy with the resulting UVs. Unwrapping architetural geometry =
in most 3D apps produces suboptimal results. There is also the problem of t=
exture streaming, for which to achieve a good quality, textures should some=
how be split=A0evenly around world areas like quadrants or octants i think.=
</div>



<div><br></div><div>I looked into Carmack&#39;s megatexturing approach, but=
 it seems too unnecesarily complex IMO, plus there are no tools available t=
hat artists can use commercially?</div><div>So, I&#39;m looking at some int=
ermediate step, where a tool, (or at least an algorithm), =A0can take a gia=
nt world (like a city), untextured and either:</div>



<div>a) Let artists paint directly on it (kind of like ptex?), then flatten=
 and export to zoned models with textures and uvs.</div><div>b) Just slice =
up the world in zones/octants, generate uniform uvs and export?</div><div>



<br></div><div>In any case I&#39;m really ignorant on how this works in lar=
ge scale games, so hence my question.</div><div><br></div><div>Thanks!</div=
><span><font color=3D"#888888"><div><br></div><div>Juan Linietsky</div>

<div><br></div><div><br></div>
<div><br></div><div><br></div><div><br></div>
</font></span><br></div></div>_____________________________________________=
__<br>
Sweng-Gamedev mailing list<br>
<a href=3D"mailto:[email protected]" target=3D"_blank">=
[email protected]</a><br>
<a href=3D"http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnig=
htryder.com" target=3D"_blank">http://lists.midnightryder.com/listinfo.cgi/=
sweng-gamedev-midnightryder.com</a><br>
<br></blockquote></div><br></div>
<br>_______________________________________________<br>
Sweng-Gamedev mailing list<br>
<a href=3D"mailto:[email protected]">Sweng-Gamedev@list=
s.midnightryder.com</a><br>
<a href=3D"http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnig=
htryder.com" target=3D"_blank">http://lists.midnightryder.com/listinfo.cgi/=
sweng-gamedev-midnightryder.com</a><br>
<br></blockquote></div><br></div>

--20cf307d02aa1c7dc004cf46280c--

--===============1597623857==
Content-Type: text/plain; charset="us-ascii"
MIME-Version: 1.0
Content-Transfer-Encoding: 7bit
Content-Disposition: inline

_______________________________________________
Sweng-Gamedev mailing list
[email protected]
http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com

--===============1597623857==--