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Art Pipeline Tips and TricksDavid Llewelyn
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David LlewelynAbout the Speaker
• Been producing CGI for 15 years.
• 8 Years in game development and architectural visualisation.
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David LlewelynAbout the Speaker
• Born in Wales !!
• Been producing CGI for 15 years.
• 8 Years in game development and architectural visualisation.
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David LlewelynAbout the Speaker
• Born in Wales !!
• Been producing CGI for 15 years.
• 8 Years in game development and architectural visualisation.
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Overview
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• Prototyping in Unity.
• Texture creation.
• Preparing 3D assets.
• Importing in Unity.
• Optimization.
Overview
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Prototyping in Unity
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• Large number of high quality assets for distribution.
• Other work commitments.
• Some workflow optimizations required.
RobotLab and Stealth
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• Prototype thoroughly in order to prevent abortive work.
• Identify areas of your process that can be automated and implement this early.
• Small savings throughout the art pipeline add-up to large overall gains.
Prototyping in Unity
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• Use Unity primitives, or create your own custom shapes to layout levels and test your mechanics.
Prototyping in Unity
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• Use Unity primitives, or create your own custom shapes to layout levels and test your mechanics.
• Make use of the Asset Store!
Prototyping in Unity
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• Use Unity primitives, or create your own custom shapes to layout levels and test your mechanics.
• Make use of the Asset Store!
• Creating quality artwork is time consuming. Prototyping helps to identify an asset list that is 100% required.
Prototyping in Unity
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• Go to wiki.unity3d.com and search for “OBJ Exporter”.
Prototyping in Unity
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• Go to wiki.unity3d.com and search for “OBJ Exporter”.
• Editor Script that allows you to export .obj files from Unity.
Prototyping in Unity
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• Exported OBJ is a good base to model over.
Prototyping in Unity
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• Exported OBJ is a good base to model over.
• Precise snapping during poly-modeling.
• Identification of repeatable, modular pieces.
• Easier to determine asset list and distribute to team members.
Prototyping in Unity
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Prototyping in Unity
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• With Stealth we started-o! creating a number of wall panels 2m x 2m.
• Used standard assets controllers and cameras to test the level design.
• Both art and code departments could collaborate and agree on design.
• Reduced refactoring.
Prototyping in Unity
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• Using this approach we managed to create a fully approved prototype very early-on.
• Art fits a feasible layout from the outset.
• Reduces the need to re-fit precise artwork at the modeling stage.
Prototyping in Unity
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Prototyping in UnityThese saving meant time that could be better spent on art direction.
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Prototyping in UnityThese saving meant time that could be better spent on art direction.
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SummaryThe main benefits of this simple prototyping approach:
1. Early agreement between design, code and art.
2. Less chance of time wasting by having to re-position/re-stitch models.
3. Earlier distribution of workload amongst artists = fewer dependancies.
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Preparing 3D Assets
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• Group assets by commonality.
• Keep hierarchies as flat as possible.
• Find a suitable taxonomy in order to organize hierarchies alphabetically.
• Consider a renaming script.
Preparing 3D Assets
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• Reduce draw-calls by combining smaller objects.
• Massive objects represent a fill cost.
• Equalize triangles for better normal distribution.
Preparing 3D Assets
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• Auto exporter scripts available through resources such as Creative Crash.
• Keep naming conventions consistent in your scene.
• OS project folders will be faster to navigate.
Preparing 3D Assets
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SummaryWhen building your 3D assets:
1. Avoid time wasted “drilling” through recursive hierarchies.
2. Less repetitive exporting and naming in your OS.
3. Improve visual quality with good modeling practice.
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Texture Creation
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• Texturing is a process that is full of repetitive tasks.
• These are obvious cases for automation.
• Standardize PSDs for easier collaboration in team environments.
• Next-gen means even more assets!
Texture Creation
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The “Master Builder"
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www.davidllewelyn.com/v2/master-builderThe “Master Builder"
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• Part of a suite of Photoshop actions to help automate repetitive tasks.
• It takes a range source maps from tools such as xNormal.
• Produces a standardized, flexible PSD template.
Let’s see how it works...
Texture Creation
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• Robot and Stealth include 433 unique textures.
• On average setting-up a PSD by hand takes around 5 minutes longer.
• So, that’s (433 x 5) = 2165 minutes.
Or, 4.5 working days!
Texture Creation
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Image Pre-Processing
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• Work in PSDs within your 3D package’s project folder.
• Use File>Scripts>Image Processor to automatically apply actions to your images.
Image Pre-Processing
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• Work in PSDs within your 3D package’s project folder.
• Use File>Scripts>Image Processor to automatically apply actions to your images.
This o!ers some distinct advantages:
Image Pre-Processing
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1. Flatten PSDs to reduce project size.
2. Reduce compression artifacts with filter combinations.
3. Normalize histogram levels.
4. Apply artistic e!ects or sharpening.
Image Pre-Processing
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• The PVTRC format is commonly used for mobile.
• Can result in visible stepping or “banding” across gradients.
• Apply a hi-frequency noise to your textures to simulate dithering.
• Trick the PVTRC compressor.
Image Pre-Processing
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Processing images before import allows you to:
• Reduce VCS sync times.
• Apply stylized filter treatments.
• Improve compression results for mobile textures.
Summary
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Importing into Unity
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• Unity was designed to work similarly to Autodesk Maya in terms of interface.
• However, there are some di!erences when it comes to 3D.
Importing into Unity
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• Scale is important for things like light-mapping and physics.
• Unity default unit = 1m (100cm).
• Maya default unit = 1cm.
• Default scale factor therefore = 0.01 (100x0.01)=1
Importing into Unity
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• 3DS Max default unit = 1m.
• Unity default unit = 1m.
• Scale factor should be set to 1.
• Do a cube test!
Importing into Unity
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• Unity uses the “left hand rule” for cartesian coordinates.
• Same as DirectX.
• +X faces in the opposite direction to right handed packages.
• World-space rotation about Z will be in the opposite direction.
• This can cause complications when eyeballing values.
Importing into Unity
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• 3DS Max uses swivel coordinates, so Z is up, rather than Y.
Importing into Unity
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• .FBX .DAE .3DS .MB .DXF and .OBJ supported.
• Unity also supports the embedded FBX standard.
Importing into Unity
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• Texture assets can be included with your 3D model file.
• Great for rapid prototyping, but can clutter projects with metadata.
• Consider importing standard FBX
Importing into Unity
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• Duplicate or unwanted materials, textures and models can quickly build-up.
• This can slow the team down.
• I propose a quick way to tidy-up a cluttered project:
Cleaning-Up
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1. Backup!!
2. Select all your scene files from within the project panel.
3. Right-click, and select “Export Package”.
4. Save this somewhere outside of the Unity project folder.
5. Select the project folders containing any duplicate files you wish to remove.
Cleaning-Up
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6. Right click and “Delete”.
7. Right click anywhere in the project pane, select “import package”.
8. Select the package you just exported and reimport.
9. Voila! You should end-up with a project containing only the assets referenced by your scenes.
(Don’t use this on your scripts folder!!)
Cleaning-Up
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When importing into Unity:
• Be aware that Unity uses the Left Hand Rule for cartesian coordinates.
• Use the embedded FBX format for rapid prototypes.
• Periodically remove unwanted files or duplicates.
Summary
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Optimization
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• Use Unity’s view modes to troubleshoot and optimize poor draw performance.
Optimization
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• Specular component encoded in the alpha channel of the di!use texture.
• Alpha view can be used to check specular maps are displaying correctly.
• When using PSDs, transparency on the base layer can cause specular to not come through.
• Useful way to troubleshoot.
Optimization
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• Draw cost without visible on-screen result (except alpha).
• Overdraw represented in an additive colour scheme.
• Lighter areas represent higher levels of overdraw.
• Remove these polygons from your model if possible.
Optimization
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• MipMaps are textures storing precomputed texture subsampling.
• E!ectively smaller versions of the texture.
• Swapped at runtime to ensure texel-density is appropriate to the final on-screen resolution.
• Mipmap view shows which MipMap level is currently being used.
Optimization
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• Highest (blue) mipmap level in foreground, yellow in the middle, red in the distance.
• Red in the foreground means textures close to the camera will appear blurry.
• Blue in the background means textures likely to be too high in resolution.
• Waste of memory.
Optimization
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• Set the Max Size for your textures in the inspector.
• Scene should be correctly balanced in the mipmap view.
• Correct distribution (blue> yellow> red) ensures that memory is not being wasted.
Optimization
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• Objects at same scale are statically batched.
• Rendered in the same draw-call.
• Boosts GPU performance.
Optimization
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Questions?
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