The Environment Artist Handbook
The Environment Artist Handbook
ARTIST HANDBOOK
2023
Page numbers are clickable and will take you to the corresponding page
85 Geometry nodes roof tiles 122 UNREAL ENGINE
123 Unreal engine camera tricks
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161 Landscape sculpting 195 Greenscreen renders
162 Automatic grass spawning on Landscapes 196 Improving your renders
163 Unreal Landscape Material Basics 197 Vignette’s
164 Details in landscape sculpting 198 Crisp Unreal Engine Renders
165Landscape Displacement in Unreal Engine 5
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229 seniority levels in the games industry
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NEW THIS
00 MONTH
Unreal Engine Camera Bookmark
Introduction
Tired of remembering camera positions, or always in fear of accidentally moving a camera? Camera bookmarks in Unreal are a life
saver when it come to removing this stress from your projects.
1. Overview
These bookmarks are really Now if you want to go to one
easy to setup, if you want to of these bookmarks you’ve set
set a bookmark you can use you can quickly press the
“CTRL + Number” where all the corresponding number (“1” for
different numbers can be used camera bookmark one for
as bookmarks. example) or even quickly flip
through them, this is amazing if
you have multiple important
This allows for a total of 10 locations in your environment.
bookmarks in your scene.
2. Camera to bookmark
Once you’ve got this set, you This is great for creating
can create a new camera, specific camera actors in
select the camera and then specific places.
selecting “Snap actor to view”
this will then move that
camera to that ___location on
your bookmarks.
Introduction
It’s super important if you are moving abroad and usually companies don’t tend to highlight if they even do it. But what is it and how
do you make sure you get the most out of it? Let’s discuss it!
1. What is it?
Relocation assistance is a way However, it can also include
for companies to help you way more than just that, so let’s
make the move to another explore that a bit.
country way easier and make
it more attractive for people to
do so as well. Usually this
means that the company will
give you money to cover
certain costs that are normally
involved with the moving
process.
4. Checking applications
So it’s important to also check company as soon as possible,
in the application when you so you know if they do offer it
are applying for the company or not.
that they indeed offer this, you
don’t want to suddenly realize
that they didn’t offer anything
like that at all.
Relocation Assistance
Back to Table of Contents 8
Seniority levels and Responsibilities
Introduction
Giving yourself a goal to work towards is part of building your own career, so having a title to work towards can give you great job
satisfaction. However, with the titles always in flux and companies adding different ones, where do the differences between these
levels lie?
1. Overview
Seniority levels seem to be set Also transitioning between
in stone in the games industry, seniority levels will also mean
however, every company can you will be fulfilling a lot of the
define them in a different of the responsibilities already
manner since they perform for the next seniority and
different task or have different wonder why you are not
responsibilities. getting that sweet promotion.
It’s also for this reason that I Never let that stop you from
tried staying away from all the discussing a potential
very specific responsibilities promotion with your current
and pretty generic. manager though.
2. Junior/Graduate
As a Junior or Graduate artist This also means that usually
you will just be getting to grips your won’t have important
with how the industry works. responsibilities and will be
working to support the work of
Intermediates of Seniors as well,
So this means that you will be so that they can then in turn
getting a lot of support from support the art director above
the Intermediate or Seniors in them.
your team to build up all those
skills. You will be exposed to a
lot of new skills and be growing
a lot in this period once you’re
getting into the industry.
3. Intermediate/Mid
An Intermediate/Mid or “just” As a Mid environment artist
Environment artist you have a might also start helping out
solid grip of the workflow used, with managing an on-boarding
can work pretty independently other people getting into the
with occasional support from industry, like new Juniors or
seniors or leads above them. Graduates joining the
company.
This also means that you get
more ownership as your skill set
grows and you get to work on
bigger sections of the game or
more important props.
4. Senior
As a Senior Environment Artist sections of the game. As well
you have a strong grip on all as being responsible for
things environment art. You will mentoring/managing multiply
also be responsible for setting people and taking care of their
the bar for the rest of the team career progression as well.
in close collaboration with the
lead artist, and you are
expected to do so fully Important note: Managing is
independently. becoming less mandatory for
people who are not great
managers so managing or
This means that you are going mentoring people might be
to be responsible for bigger optional for companies.
Introduction
The modeling tools are a relatively new addition to Unreal Engine, and when I was experimenting with it I stumbled across this bake
vertex color module. Prompting me to test it to add additional details to models that use a second UV set.
Even though it’s still pretty basic on what information you can bake especially when doing it on a channel by channel basis, it’s
definitely worth investigating.
2. The options
Select the “BakeVtx” option specific asset, so in our setup
first, opening a new menu. we store “Curvature” in the Red
vertex color channel, “Ambient
Occlusion” in the green vertex
On opening “Output mode” is color channel, leaving blue
set to bake a full RGBA texture, and alpha empty.
which can be useful for if you
need to bake a texture directly
in engine. However, for this We can then sample these
section we’re going to set this different vertex color channels
to “Per Channel”. This allows us to use as masks for any
to store date in the different materials that need additional
vertex color channels for this layering.
3. Preview mode
In terms of the data we can both the options for AO and
bake down, it’s pretty limited Curvature, since there will allow
here, only allowing us to bake us to change the look and feel
Curvature and AO, but if you of it.
then add more layers on top of
each channel in the material If you are changing the
you can get some great Ambient occlusion parameters,
looking variation. put the preview mode to the
“red channel” this allows you to
Some of the other options in see what you are baking and
this panel that are worth noting get a better feel for the end
are the preview mode, and result before baking it properly.
Introduction
We are looking at a new feature they added in Unreal Engine 5 called Packed level actors or Level Instances, which are amazing if
you are building something at a larger scale and want to reuse groups of assets over and over.
I’ve personally been using them as prefabs that don’t have additional logic stored in them for now.
1. Overview
This new addition is amazing to around!
create prefabs of meshes that
can be used all over the To create them, you simply
place. select a bunch of assets you
want to combine and then
Another great thing is that right click all of them and go to
these groups can also be “Level” and create either a
broken again to get your initial “Level instance” or a “Packed
assets back from it, which was level actor”.
also not possible with
blueprints, so amazing stuff all
3. Changing them up
These new Blueprints also gray out the meshes that are
come with a new way of not in the group, making it very
editing them. Instead of having useful for editing.
to go into the individual level
which is used to store the data, Once you are done, you can
you can just edit them inside of just go back to the main group
the current level instead. (in green) and click “Commit
changes” or alternatively,
To do this, just select the “Right Click” > “Level” >
blueprint and in the details “Commit” to commit these
panel you can now see a new changes.
“Edit” button pop up. This will
Introduction
Environmental storytelling is the soul that breaths life into your environments and should always be at the core of the scene or project
that you are making, so why is that and how can we tackle this for our own needs?
1. The importance
There are obvious advantages It will add to the scene and
for this ofcourse, but do keep in make it feel more relatable
mind that it will break all the and alive.
texture links that are
embedded in the project.
Environmental Storytelling
Back to Table of Contents 13
Leading the eye - 01
Introduction
Let's have a look at something that is often discussed in concept art and traditional painting, but can be used inside of environment
art and games as well, this being how to lead the eye. With this we will have a look at the different tools that creators can use to
really get the most out of the visual aspect of your work and create a piece that is pleasing to the eye.
1. The tools
When it comes to making a towards the thing you want to
pretty picture it’s important to focus to be on.
understand the rules that make
up the fundamentals of a
picture that works.
2. Contrast
Contrast is the different in flatten out the image. But we
colors or values, so this will can use this our advantage
actively determine how bright artistically, because higher
some things will be compared contrast is also going to draw
to other things in the scene. the attention of the eye
towards the contrasted area
In general, less contrast will more than towards a less
flatten out the image. But we contrasted area.
can use this our advantage
artistically.
In general, less contrast will
3. Light
On the right are some rays for instance.
examples of this both in
concept art and 3D art. You Another golden tip is to look at
are pulled in by the use of light the masters of painting,
on the house section creating because they really used this
a contrast with the darker fully to there advantage and
foreground. pushed the meaning of using
When it comes to 3D we can light into the symbolic realm at
make use of all different kinds times.
of light and further
accentuating it with fake god-
4. Details
The eye is automatically concept art work as well, but
attracted to something that can be super useful for
looks more detailed and Environments as it will allow you
complicated than areas of rest, to optimize your time spend on
which are as important as assets that need to be in focus
details by the way! or be used as interactable
props or gameplay.
If everything is busy and
detailed, nothing is. This is a really big topic, so we
For some examples the use of will continue this in the next
this is probably most visible in one!
Introduction
In the second part of leading the eye we will continue the exploration of different tools that we can use to guide the eye through
the image.
1. Aspect ratio
Let's look at some other tips But for personal work we can
and tricks to help you guide have a little bit of a play with
people through the these dimensions and maybe
environment/ art that you are switch for a vertical aspect
making starting with the ratio for vertical compositions.
Aspect Ratio.
Another thing that I love to do,
Something that we don't really Is adding smaller black bars at
tend to think of because we the top and bottom of the
are limited by the end goal of image and add a cinematic
our medium being the feel to the image.
computer screen.
2. Rule of thirds
This is the old time classic rule The intersection of these lines is
that I love to use myself, the called a Power-point (or a
core of this rule is that you crash-point apparently? but
divide your image in three power sounds better right!?)
equal chunks both horizontally
and vertically. You can see an example of this
technique in use on the left.
Then once we have this grid,
try and put the focus point of
the image on one of these
intersections or along one of
these lines.
3. Depth of field
Another trick to really pull in the subtle way is the way to go but
focus on your environments is there are other great examples
to use depth of field. who use depth of field in a
bigger way.
I use these in my environments
but in a really minor way, to The first of one of these
slightly make the foreground environments that comes to
blurry and pull the focus in on mind are the environments of
the main focus of the image. Unravel, heavily influenced by
shift-tilt photography.
For most example
environments, using them in a
4. Patterns
This is a deeper topic and Some more simple examples
really justifies a breakdown of are round shapes feel safe and
it's own for all the things you inviting (see the image on the
can do, these patterns can right) where as sharp shapes
range from using patterns in feel dangerous and should be
colors, shapes, lines avoided by the player.
Introduction
This time we are going to dive into the magical world of texturing, this little introduction to some of the theory behind texturing, which
will be crucial to understand what makes good textures tick and how you can leverage all those different things to your advantage.
1. What is PBR?
Physically Based Rendering, this real life examples where
way of texturing and rendering everything is considered shiny
is meant to be a closer and will also allow artist to
representation to the real author materials independent
world. Why is why we call it of lighting as these textures are
Physically Based Rendering as a closer representation to the
it’s not truly physically accurate real world.
but a really close This comes with a bunch of
approximation. adjustments in how we author
different textures and how the
This workflow has been shaders using these textures will
be rendering them on screen.
invented to come closer to
4. Metalness
With the metalness workflow is that it a conductive material
comes a new way of handling will use the basecolor in its
different maps for your reflections (thus have a
material, for this texture colored reflection) where
specifically we use a black and normal material don't have this
white texture where white is behavior.
metal (or Conductive) and
black is just a normal surface But, we are artists after all, we
(Dielectric). Dielectric being should always respect the rules
the inverse of being that some of these charts
conductive. Why is this dictate, but allow some
important you ask? This personal freedom!
changes the way the material
Introduction
In part two of this introduction to PBR we will have a look at the remaining textures that we need to build our PBR shaders, there are
some additional textures that we won't be discussing here, but they are also less vital to the creation of shaders.
1. Normal map
This isn't something new to the detail in most
PBR pipeline specifically but I
want to give an outline of what cases baked down from the
it is used for anyways, so highpoly meshes down onto
people new to these textures the lowpoly mesh.
can still get to grips with them.
2. Roughness
Arguably the most important bigger or smaller.
map in this entire lineup, this
map will control the porosity of The closer this value gets to
the material, the more porous zero (or black) the more it will
the material is the more the reflect the light back without
surface is going to be being altered in any way and
scattered with minuscule little the closer it gets to one (or
details which are going to white) the more light absorbent
bounce the light in different it will get.
directions and will thus alter the
spread of the light being
bounced back and will thus Freepbr.com - Greasy worn PBR metal
make the specular highlight
3. Specular/Glossiness
This is mainly used in the Lastly, this also means that if we
Specular/Gloss workflow and have shiny metals we need to
replaces parts of the Metalness push the contrast in this map
and Roughness texture. This between metal and wood for
map controls the surface shine example.
as well as the color of the shine
it will reflect back from the
surface. This means that we
need to balance the shine of
all the materials in this one
map including both metal and
non-metal parts too. Polycount - ANSWERED: About Gloss Maps!!!
4. Ambient Occlusion
Ambient occlusion is This is super useful to simulate
something that has been here shadows in crevices or other
for a lot longer than the PBR things that got added that
workflow, this texture will fake require some shadow or depth.
shadow and is mostly know for
grounding smaller elements
together by adding some
shadow on where different
elements connect.
Introduction
So it’s been a while since we touched some fundamentals, so hopefully this one will help me kick-start a whole bunch of them! First
up we have Composition, starting with a basic rule I lend from Photography and use in all of my work since, the rule of thirds!
1. Rule of thirds
What does it add to your work? division on the horizontal and
The rule of thirds is a trick that's vertical axis. Then we use the
mostly used in photography to intersections of these lines as a
add a more dynamic framing rough guide for our focal points
and balance to your pictures, if in the scene.
you are looking for a nice
framework to build your Unreal engine even has a built
compositions from this is one of in tool for this, which makes it
the best ways to get started. really useful to check your
compositions on the fly under
It's fairly simple, we just divide “Perspective
the frame up in three equal
Introduction
Different focal planes can be used to divide your environments in clearly defined sections that can help create a more balanced
and organized composition, in this tip we will have a look at different ways that these can be used, but you can play around with
the rules a little bit for this one, so make sure to experiment.
Introduction
In this one we will be looking at the main component of the scene when it comes to manipulating the view that the person has of
your work, so for this one we will be diving into some tricks that we can use to affect the mood of our artwork though adjusting the
camera.
3. Camera rotation
Angling the camera can have the feeling of unease or more
a dynamic or static effect on typically it's used in action
the viewer depending on the packed shots in movies. Then
angle, most of the works we as this might not sound like
environment artists will be something you can use, but it
making will feature a normal might still be worth giving a
flat angle camera as the shot as this is also not a rule
subject matter we present it that is set in stone you should
static as well. always try and experiment with
this and see if it makes you feel
different about your work.
Adding a rotation to your
camera can be used to create Forza Horizon Screenshot - Reddit
4. Field of view
Let's talk about the field of view we are using Unreal Engine this
of your camera, this can also is going to be set at 90, going
have a big impact on how you lower will push it more towards
perceive the level, it can make isometric and going higher will
it feel super open, or it can push it to be more 360. This in
induce claustrophobic to a combination with a lower
point where the depth is camera standpoint can really
sucked out of the image and it help you with making elements
becomes isometric. in your scene feel towering, as
seen a little bit in my last scene
"Last Bastion".
A normal FOV depends on the
program you are using, but if
Introduction
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1. Shape contrast
The first thing that is worth For example round shapes
discussing is the contrast of often make you feel a safe
different shapes, simply where as in the opposite side
explained this is the language of the spectrum spiky shapes
of the shapes that you are feel dangerous, so when the
using, you can see clear player sees this they will want
examples of this in use in to avoid this most likely. Then in
stylized games where between we have square
dangerous areas are often shapes, and most shooters
indicated with spikes and safe especially the cover based
around often have softer ones have turned this shape
shapes to them. into cover, because it feels Destiny 2
safe and structural.
2. Value contrast
The next thing is looking at the But this can also translate into
different values in your scene light for example, where if we
and how they can influence have a dark warehouse and
the players moving through it. we put one light, the player will
People tend to be attracted to go towards it because of the
area's that provide higher contrast different (and also to
contrast and stand out more feel safe, I wouldn't want to be
compared to other area's. For alone in a dark warehouse!)
example people will be more
likely to investigate area's that
are darker if they have been
running around in a light Farcry 5
environment.
3. Color contrast
We touched upon it briefly You can see this being used in
before but this is one trick that climbable ledges or ladders in
is often being used in games, Farcry 5 for example where
and that is through the they use a color that is bright to
consistent use of color indicate such ledges. So if the
throughout the game players player sees something blue on
will realize that if they see that a cliff they know that there is a
particular color they can go spot there that they can then
there to for example climb, or use to climb it.
find lost treasure, etc...
Destiny 2
4. Texture contrast
This is a more nuanced trick to you put a highly detailed asset
pull the attention and is more in the middle of it people will
seen in Concept art then in be attracted to this. This can
Environment art, but that really help guide the player
doesn't mean that you can't through your environment,
apply it here either. This trick especially used in conjunction
makes use of being attracted with all the other tips and tricks.
to loads of details.
Thanks for going through this
This for example means that if one!
you have a calm landscape
with nice round shapes and Wolfenstein
Introduction
This rule is the foundation of so many things, giving you a good idea on how to balance elements in your scenes or props, but this
can also apply to other things in your life too, say for personal schedule, marketing yourself, etc...
2. In Environment Art
So when it comes specifically But for these things to stands
to Environment art, this is where out we need area's of rest to
you can construct a scene help with contrasting them
that doesn't feel to against it, which is where the
overwhelming by applying this other 70 percent comes in to
rule to the environment. So in help us with this contrast.
this case we can apply the rule
of 30 percent busy area that
pulls the player or the viewer to
these spots.
Farcry 5
70 - 30 Rule
Back to Table of Contents 22
Colors and emotional impact
Introduction
Colors are important for creating a mood and playing on emotions of the viewer and player. Colors can heavily impact the way we
feel about situations, and in games where we have control over these colors we can really play with those to play on the
heartstrings of people.
1. Colors overview
Colors have an incredible with it's bright colors so that you
impact on people's emotions start thinking about the food
on a subconscious level, we even before you enter the
can see that in a lot of real restaurant
world examples going from fast
food chains to the high fashion
brands.
2. Color breakdown
This image on the right does a
great job at breaking down
how the different colors affect
your emotions. Notice that
they can both have positives
and negatives, which we will
dive more into with the next
point.
4. Examples in scenes
This recent example by Peter
Tran is a perfect example of
how colors can completely
change how you feel about
the environment.
Introduction
Inspiration for this has been taken from a really nice article provided by 80.lv all about this topic, so consider this a deep dive into
that topic, but I'll do my best to give you a short and concise overview of the good stuff.
2. Sharp shapes
Let's start with the easiest of other more safe looking shapes
shapes to identify are the sharp that surround it. In this last
ones, these are most example they also go hand in
commonly used for indication hand with more darker colors
of dangerous area's or plus a dead looking landscape
foreboding danger ahead. that has been stripped from
natural resources. Really driving
the point home.
This is also why if you have
camps build by baddies they
are often surrounded with
these kind of shapes to make
them stand out from all the
3. Smooth shapes
Then on the other side of the We can see an example for this
spectrum we have round on the main base in
shapes that are directly linked Wolfenstein.
with comfort and a safe
feeling.
4. Blocky shapes
Protective, sturdy and more This is also reflected in
seen in cover based shooter to architecture and other forms of
really drive the point home. In design as well, where banks will
these they often provide a often be housed in structural
gameplay element too, where blocky buildings further
you can visually see that if emphasizing safety, but in this
something has the rough case for your assets instead of
height of cover (1m for half protection from bullets.
cover and 2m for full cover for
example) you can take shelter
there.
Introduction
With this one we’re highlighting the importance of being able to focus on things that are important to focus on in your scenes or
props to make sure that you finish your projects within a good timeline and without burning yourself out. Because not everything
deserves the same amount of attention to look good.
3. Supporting assets
Next up are the assets consider this a supporting asset
surrounding the hero asset, since it’s so heavily tied into the
which still deserve a fair main prop for the scene itself.
amount of time spent, but we
can already start looking at However if we’re making a
more optimized or reused ways table diorama , then maybe
of creating these. This also you can make the table itself
depends on how important out of a trimsheet and details in
they are. a way where you can reuse
them again. Like the second
For example if we have a UV workflow for example.
weapon scene, we should not
Introduction
or pixel density or texture density as commonly referred to. It’s the measure to which all artists stick when they want to know how big
they need to go for their texture sizes for all their assets.
1. What is it?
Texel density (px/cm) is a This number then gets used to
number that correlates the size create consistency within your
of our textures to the size of the scenes by standardizing the
assets throughout the entire amount of texture space gets
game or your scenes. used on all the assets in your
scene.
“Texel” (texture element) is
similar to textures in the same It’s expressed in the form of px/
way that a Pixel is to your cm so we can convert the size
screen resolution size. It’s the of assets to texture sizes.
base unit measurement when
it comes to textures.
2. Why is it important?
We use this to create A more player facing point of
consistency between texture importance is that it retains
resolution depending on scene immersion when in the game.
assets, but it will also stop us When players see a really low
crazy artists from going resolution texture it can have
completely nuts with adding the effect of pulling them out
way to high resolution textures of the experience. Like seen in
to any asset we create that the example on the right.
might be to small to get big
textures.
Texel Density
Back to Table of Contents 26
Player Leading with Visuals
Introduction
Player leading is a term that’s often used in the games industry as a term to guide players towards a certain goal or stage in the
level. Player leading can serve different purposes and be done by multiple disciplines, think voice lines, level design, narrative, etc...
but for today, we’re sticking to the visual examples.
2. Composition
Obviously I can’t skip a talk Composition is a deep topic
about player leading by onto itself, so you can always
talking about composition. check out the different sections
on this broad topic.
You can always direct and
compose shapes and assets in
a way where they highlight the
object you are trying to lead
the player towards, easier to
achieve in linear games
compared to open world
games. DESTINY 2
3. Colors
and especially the contrast we decided to pick a color
between them. that was as opposite as
possible (blue for us, since we
had other restrictions) and then
This is something we used used that in specific locations
extensively for each ___location to pull the players towards that.
we worked on while working
on the Special Operations in
Farcry 6. Again, coming back to Destiny
this game also has countless
examples of great use of color
We knew that most of the for directing the players.
world was dominated by DESTINY 2
foliage which was green. So
4. Shapes
Can be used effectively to Entertainment did a great job
lead the eye, especially when by infusing the more subdued
used in contrast to each other. brutalistic concrete with
splashes of color, so really
combine them both.
Control is an amazing example
for this, set with brutalistic
shapes that make up a large
proportion of the game. This
then makes more organic Again, we did a bit of a
shapes stand out by virtue of deeper dive on it in our tip on
contrast. To add on top of that “Shape Language”
the developers Remedy CONTROL
Introduction
You might have heard or even have been using this for a while now, but this is the difference between being able to go back to a
previous state of the asset or not. More down below.
1. The difference
Destructive workflow is your So logically non destructive is
normal way of working where trying to keep the option of
you are just modeling things going back to previous States
like you normally would and as much as possible, for
don't have the option of going example using an edit poly
back to edits that you have modifier in max will allow you to
done further then your go back to states before
reverted states allow you to, so adding this modifier. Another
if you want to go back you example is the curve modifier
need to start over or salvage in Blender to deform a mesh
things. with a curve, where you can
always attach a different curve
or delete the modifier.
2. Minimizing risk
The reason why we do this is to and adjust them on the fly, this
minimize the potential risk if we will ensure all the pieces will
want to do adjustments later have the same roundness.
on, it's way easier to do so
when you only have to go Most modeling packages have
back a couple of steps instead some sort of options available
of starting all over. but it might be a little bit less
intuitive in Maya compared to
For example when building a Blender or Max for instance.
modular kit in Blender you can
just predefined your curves for
all the rounded corner pieces
3. Manual Backups
So in times when it isn't possible This is going to save you a lot of
to continue with a non- time when working on a really
destructive workflow the way expansive modular set for
forward is getting rid of the instance. You can also do this
non-destructive layer and with incremental saves for the
committing to the actual file itself.
mesh. When doing this make
sure that you create a manual I love to do is once I have a
backup by duplicating the backup mesh is saving it on
mesh with all the modifiers another layer where I store all
attached to it. the backup meshes for
instance.
4. Different options
Some programs are better at it packages that I have used
then others too. Houdini for myself) are Blender and Max,
example is amazing for they both have comparative
keeping everything non- ways of working with modifiers
destructible because of it's that you can adjust on the fly
node-based setup and you
can go all the way back to the So in short, wherever possible
start input that you gave it and try and use these modifiers,
do adjustments or swap it out layers or procedural where
completely. possible, keep things as fluid
and streamlined as possible.
The runner up (from all the
Introduction
The bread and butter for most artists when they are getting started, especially when it comes to creating props that need a lot of
details, like gameplay related items, weapons, or assets that are important to your world.
1. Overview
The core of the workflow is This workflow is mainly used for
making a highly detailed mesh props and assets that need a
that has all the nice details, lot of detail and are going to
then make a lower poly more be really big on screen, this is
optimized versions on the same why you see this workflow see
mesh, unwrap it (this is the 2D used a lot in Weapons,
representation of your 3D Gameplay and object that are
object) and then "Bake" really important to the
(transfer) these details from the narrative side.
High quality mesh (Highpoly) to
the lower resolution (Lowpoly)
mesh.
Vincent Lei
2. Pro’s
The pro to this workflow is that It also makes for an easier
this is the most typical pipeline workflow overall, because you
that allows you to be really can work on these assets in a
specific with the details and vacuum and in a lot of cases
the amount of it too, which for don't have to worry about
assets that are important is sharing resources from other
great, because you can add a assets.
lot of unique details to them to
make them stand out.
Antoine Gerin
3. Cons
This workflow isolation also has shader tricks like colorization or
a big downfall, especially in something) and it's UV's, so this
terms of performance, these makes it so that you can't really
textures are big and can really use this texture on other assets
take up a lot of space and can either.
possibly become a strain on
other resources needed for Baking is the last one, because
other assets in the game. you need a highpoly object
with your details to bake down
Plus, these textures can only be onto your lowpoly mesh, which
used on this specific asset just adds a ton of iteration time
(unless you are adding some by itself. Timothy Dries - Planet Coaster
Introduction
Popularized by World of Warcraft, this workflow takes back artistic control to it's roots in 2D.
The sheer time and dedicated you need to put into this is definitely the thing that makes this workflow so appealing to artists
because it’s so close to the core artistic approach.
1. Overview
The core of the workflow is really good understanding of
basically you painting how light works in real life since
everything by hand or at least you only have one diffuse map
in part. A popular technique to work with if really limiting
for when there was no normal yourself.
map available yet and there
we're strict limitations on the Newer additions from this style
amount of polys you could use. break those limitations a bit,
stylized PBR that adds normals
Painting everything into the and roughness maps, cell
texture like highlights and shaded that adds nice edges, Textures example
shadows manually requires a etc… by Lianna Tai
2. Pro’s
The main thing here is the Honestly, this workflow can be
artistic style choice really, it's a really creatively fulfilling as it's
really handcrafted style that so light on the technical
contains a lot of work and aspects that it's just fun to work
dedication to get it right. within.
Which is also why it stand apart
from all the rest and feels really
unique.
Fanny Verge
3. Con’s
This style is energy and time rely on a diffuse and emissive
intensive, which is probably the texture (if needed) so no
main thing that hold a lot of normal or roughness/specular
people back if you wanted to map was used in the early
build an entire scene or world days.
with.
Since then we have more
World of Warcraft is definitely texturing techniques and new
the staple example for this maps we can use in this
style. So if you are sticking to technique so the style has
the older style of texturing this evolved since then. But more
also means that you can only on that in the next step! Thiago Araujo
Introduction
A highly reusable workflow often used in games that have to render a lot of assets on screen, see open-world games. Making use of
assets that already exist or are made to be highly reusable.
People can also call this the 2nd UV workflow (since we will be using a second UV to store unique data)
1. Overview
Large open spaces that are The way that we blend these
filled with assets are often together is to use a new UV
limited in resources. A way that can store a unique
around this is to share unwrap so we can store a
resources between assets that unique mask in this UV, this
are less important then others mask can also be relatively
on your screen by making use small compared to your normal
of tileable materials or shared textures as you usually blend
trimsheets, and then adding this with a different mask
additional detail layers on top (higher resolution) for the
of them by using other tileable transition between the material
materials. For example a metal and the layer on top of it.
bucket that is rusty or dirty.
2. Pro
The high re-usability of the and dirt can make for a
workflow is definitely the powerful kit that can be used
powerful side of the workflow, on hundreds if not thousands of
where you can make assets assets.
that become more and more
versatile the more textures and The amount of detail can also
resources become available. be decided on an asset by
asset basis, making simpler
A simple kit might start out with assets easier to render and
one type of metal, but expand more complex ones more
to multiple types of metal later, detailed as needed.
combining this with welds, rust
3. Cons
From an artistic perspective artistic detail on these assets,
you can’t really go all out with because of the density of the
adding a lot of details in your assets in modern day games
props that use this workflow, and how fast paced a lot of it
unless you start adding usually is anyways.
additional materials, decals or
layers to it (but then you are The other small side effect is
losing the performance gain of that if you want to do some
doing this in the first place). adjustments to the blending
you will have to go back to
But if we take a step back, you your texture and adjust it there.
can’t even see this “lack” of
4. More information
You can find a complete step This is a really well used
by step breakdown later in the technique which can be seen
document (if you have access in a lot of games, including
to the PDF, you can find this on Farcry 5 for example.
Beyondextent.com), which
goes over the different steps
you have to take to get This workflow can also be
combined with trimsheets,
through the whole process, decals and more for additional
from setting it all up, to the details.
mask generation and the UV
setup.
Introduction
This one is named as such because it's a combination of unique and trimsheet textures, adding reusable sections in the Unique
Textures to make them a bit more versatile. Let's talk about it a bit more.
1. Overview
Using a combination of unique A good example for this are
and trimsheet textures this is a cables, wiring, pipes, etc...
great technique to make your these need only a little bit of
trimsheets more unique with room on your texture to support
some additional unique the geometry it can be built
elements. Usually we look at with. So instead of filling out he
this the opposite way where space of the texture
we add reusable pieces into completely with a trimsheet we
the texture to add more just need to make sure to add
versatile sections onto the a little space for unique
texture itself. elements to allow us to fill them
with unique textures.
2. Pro’s
The big advantage to this And even with smart use of
technique is that you are your texture you can get more
adding bit's of unique texture specific details like dirt or
to your trimsheet to make them damage on your textures. This
more unique and get rid of the makes it perfect for unique
typical "Trimsheet" look. Which textures that are to big to
is great to give back artistic texture them with a normal
control over specific bits of unique texture.
storytelling or narrative that
you want to add onto your
models.
3. Con’s
The limitations of this technique aren't fully loaded in by other
are that we make the assets that don't need those
trimsheet way less shareable unique details.
between different assets in one
scene.
4. Additional Information
Usually this is something that Hamish Ames also offers a
people figure out through the great free PDF on the topic as
limitations of using Trimsheets well, which you can find on his
for a while and want to add a Artstation, so make sure to
little bit of uniqueness to them. check that one out!
Introduction
Sometimes also called secondary textures are mostly used on characters for skin, rocks or other natural assets that are too big for a
base normal texture by themself.
By adding an additional layer on top of it we can add extra details on top of the already existing texture which makes it look way
better up-close.
1. Overview
A workflow that is mostly used This is a great little tricks that is
on rocks, cliffs or other natural also scalable, because these
hard surface elements. it natural assets are pretty huge
makes use of your base most of the time and can thus
texture, which in most cases is not really support a texture that
unique. And then adds extra fit's their texel density most of
details textures on top of that the time.
through the use of a detail
normal map.
2. Pro’s
It's a great and relatively Another great thing here is that
cheap way to add a layer of you can control this layer
crisp details on top of your independently from the base
textures, these textures can layer, and you can scale it on
also be reused on multiple the fly if you want. Allowing you
different assets throughout your all the control and optimization
environment too. you would want.
3. Con’s
Usually this workflow is only So be careful on how intense
used for these natural assets as you go and make sure that the
they are very noisy by themself textures you're adding on top
and thus the texture detail we of them are well balanced and
are adding on top of it will don't add too much.
work to it's strength here. That
being said, this layer of noise
can end up feeling, well, noisy!
4. More resources
Mre on this workflow are usually textures together called
found under "Detail textures" if "DetailTexturing" which also has
you search for it, but it can also some documentation under
be found under "detail "Adding Detail Textures".
normals" as this is the cheaper
and more widely used
approach just with a normal Unity also supports "Detail"
textures as standard materials.
map.
Introduction
This workflow (often also called the Weighted normals and Decals workflow) is picking up steam just because of it’s versatility and
because hardware is getting more powerful removing restrictions on the amount of poly’s that you can throw at it. The most typical
example is Star Citizen ofcourse, but games have been using and continue to use different implementations and variations of these.
But let’s give you an overview on how this differs from the traditional pipeline.
1. Overview
Heavily used in star citizen and with “Face Weighted normals”. Digital Foundry: Star Citizen's Next-Gen Tech: Micro-Level Detail
2. Pro's
It makes it easier to iterate as feedback you might get during
you don't need to go back to the process.
baking with this workflow and it
also allows you to combine It's also way more scale-able
lower resolution textures since usually the base of it relies
because you aren’t relying on on a tileable material and a
unique textures for details but decal sheet for additional
add them with decal textures. details. So if you need to
change the base material you
It also allows you to easily can just plug in another tileable
make adjustments on the material and you are good to
shapes and work around go.
Matthew Trevelyan Johns
3. Limitations
The main limitation is in most behind this to make this less of
engines that POM decals have an issue, but you can still tell in
a limitation in viewing angle, so some area’s.
this means that if you look at
Parallax at really harsh angles Also, a lot of planning needs to
you can tell that's it's faking the go into the decal sheet itself
depth of them and you can and can become tricky to add
even see the pattern in some specific things onto the more it
cases. fills up, so a lot of
experimentation or planning
From what I've seen Star Citizen needs to go into this.
has put some extra resources
Introduction
Let's dive into the topic of Reuse and Modularity for Environment Art, I wanted to call this Modularity in Environment Art at first, but
people might get a bit confused because this comes with a specific type of reuse, so here we go.
Reuse and modularity is something that is well know in the games industry as the limitations are everywhere especially when building
Environments. These will help performance greatly and are a great way to optimize your scenes and games.
1. Texture reuse
First up in the list is texture move them around. This
modularity. applies to all the different
texture maps, for example you
can use multiple normal maps
There are many different on the same asset.
techniques that you can use
when it comes this specific
types. First one is the most Some other examples are
common one, tileable textures, trimsheets or channel packed
which are modular in their own textures.
right, because you can blend
between multiple textures,
scale them up or down and
2. Mesh modularity
Mesh modularity is specific to generic pieces that are there
modeling and Unwrapping, this to solidify the structural feel of
stands for is the reuse of certain meshes in the world. Making
parts of the mesh. For a simple these over and over is just a
example, using symmetry on waste of time, bake them all
the mesh making it so that you down onto a large decal sheet
only use half of the UV space and keep reusing them on your
compared to unwrapping it in models.
full.
Additionally to this save the
Another example could be source file in your library!
cables, bolts, nails, etc... The
3. Material use
The following section might be plus will save you time creating
a bit specific to Unreal Engine them! We can then create
as this is my preferred engine some additional variation using
to work in, but can be applied vertex colors, masking, etc...
to other programs as well in This in combination with
different ways. So if you are channel packing we can make
really looking to save your a really performant
budget, you can texture a full environment.
environment using one master
material and accompanying
Material Instances, this will be
way cheaper than using a
bunch of master materials ,
4. Asset modularity
What we mean with modular etc... With all these pieces we
environments is that we are can then build our full
trying to split up a full environment.
environment into multiple
pieces that can then be You can see these as big Lego
reused in ways to make
different sections of that pieces, we want to find a
balance between the
environment. granularity of the assets and
the quickest building
So for example a building kit experience.
that is split up into multiple
different walls, pillars, windows,
Introduction
We're diving into the workflow that I recently started using in my personal projects. So if you are using tileables or trimsheets and are
wondering how to make them look really good with additional layers, then this one is for you!
1. Overview
If you're using trimsheets or trimsheets or tileables.
tileables you will quickly start to
notice that they feel flat and There are some new costs that
don't allow for additional come into play though, one is
details to make them look as the extra UV set and another
refined as unique textures. are the masks that we use.
These masks are usually
This is where we can start using packed in different RGBA
a second UV that will give us a channels and are often lower
unique unwrap for the object, res then the actual texture
and we can use that to layer resolution. (More info on what
multiple masks on top of these “Channel packing” is can be found in the
our Environment Art collection.)
Introduction
This blog entry follows last weeks introduction to this topic “2nd UV Workflow - Base Setup”
Now that we have the texture done and we have the models setup we're ready to dive into Unreal Engine, where we're going to
finish this little breakdown with our setup in Unreal Engine.
1. Starting out
Baking lowpoly to lowpoly Setting up groups for different
channels
We do this to generate some
information that we will be Now for every channel that we
using in the generators for our eventually want to pack in our
non-destructible mask setup texture we set up a different
later, the masks generated group so that it's easy to
there such as AO, Curvature, recognize which group is for
Position etc... will then be used which channel too.
in these.
2. Keeping it non-destructible
Using Generators advantage of all the maps we
Really useful to start. In this baked in the beginning and is
case I'm looking for a dirt mask, just a projection from all sides
so we start out with a "Dirt" on top of the assets.
generator and adjust some of
the values to where I'm happy Filters
with it, so lot’s of dirt for the dirt These can add on top of the
mask and less dirt for the moss generators and projects to
for example. make them more unique and
break away from the
Tri-Planar Projections generator look.
these doesn't make
3. Different masks
So every mask that I use is built BLUE starts out with a "UV Color
differently in this same way, for Random" at first, this gives each
this prop the RED = dirt, GREEN separate UV islands a different
= moss, BLUE = color variation shade of gray (that we use in
and ALPHA = water. Unreal as color overlay
strength), then we can add
additional tweaks on top of it.
RED and GREEN are roughly the
same with a dirt generator as a
base and then projections, ALPHA is for water damage,
filters and a paint layer for little just using different alpha's as
personal details. projections, to make it look
more like water damage.
Introduction
This blog finalised the series on how to use the 2nd UV workflow, this time being specifically for the shader setup in Unreal Engine.
We'll dive into the shader setup, some material functions, additions to the shader to make it more customizable and more...
2. Material functions
Material functions allow you to use a normal lerp node).Then
combine a bunch of nodes the output of these nodes we
that you reuse over and over in then combine into a material
a separate setup. The function attributes node again so we
takes all inputs and blends keep it nice and clean.
them together. (basecolor A
with basecolor B, etc...) using a I also use a function for the
Height Lerp, then I add a color variation, taking the
multiply of the vertex color and basecolor texture and adding
the mask we get from a color on top of it based on
Substance painter and add the mask that we get for
that to the transition phase of Substance Painter.
the Height Lerp. (You can also
3. Customisability
Mask Contrast Vertex painting
Adding some simple "Contrast" I like to build a lot of modifiers/
after our masks we get from customisability into my
Substance painter will allow us materials, so we already have
to change how tight we wants these masks that we get from
these masks. Keep in mind that substance that are really
we need to have some Grey amazing, but I'm taking this a
values to give us something to little further by adding vertex
work with when it comes to paint to it too, this allows me to
increases in contrast. disable different layers based
on vertex paint on asset
instance base.
Introduction
Trim sheets are the bread and butter for environment artists, so today let's have a look at how we go abut planning them.
We’ll be diving into what makes for good trimsheets, building for different scales, how to start blocking the shapes and more.
3. Blocking in shapes
So now that we have to give us an idea how many
something to work with it's time pieces you need to make the
to start blocking in the pieces set work for you.
(you can also do this in 2D! if
you prefer and are faster in it) Make sure that these sections
So first of all let's just make a also stick out from the template
plane that we have can use as if you want them to tile in either
a guide for our different direction. For example my
sections. planks are longer then the
template to make sure the
Then we can start blocking in edges continue if I we’re to
simple sections with primitives add longer sections.
Introduction
Building a trimsheet isn't as daunting as it sounds, so let's dive into some techniques on how to add more details to these pieces and
how to prepare them for our baking step.
1. Adding bevels
This is following straight from We can do this with adding a
the last weekly tip we did abut single bevel to all of our edges.
trimsheet planning, at this This will make it so that if we
stage we already have a bake that information down
blockout of the shapes that we we face a bevel into the
want to have in our trimsheet. texture, if we do this on both
It's time to start refining them a sides then they should align up
bit more. In this case, because nicely.
we're working with wood, we
want to have a nice transition
between the edges of the
wood going to the top sections
of the wood.
2. Adding Details
This also differs from trimsheet For example, those nice bevels
to trimsheet, some hard we added before, we should
surface ones don't need a try to keep them intact,
details pass, you will most likely especially at the edges. If we
doing that from the start don't do this then we might
anyways, but for this specific end up running into issues
trimsheet there are some where the two sides of a
additional things we need to wooden beam meet.
keep in mind when we're
doing a details pass on it.
3. Mesh decals
Trimsheets can only be the We need to keep spacing in
trims we've been working on mind for these meshes tho, if
until now, but you can also be we put them too close to each
a little more creative and add other we run into issues where
some details to your trimsheet we might need to add more
too, I chose to do this in my geometry in the lowpoly to be
example so we can get some able to cut them out without
extra damaged sections we intersecting with any of the
can add as see-through other mesh decals.
geometry on top of our normal
geometry.
Introduction
This time we're going to be focusing on UV tricks that you can do when you already have your trimsheet setup and ready to go. If
you are wondering how to create them, check out the previous entries about planning, and creating a trimsheet.
1. Use Snapping
This time we're going to be Snapping will greatly increase
focusing on UV tricks that you the speed of which you can
can do when you already iterate on getting UV Islands to
have your trimsheet setup and align with your textures, this is
ready to go. If you are especially handy in our case if
wondering how to create we want them to snap with the
them, check out the previous sides of the wooden sections.
entries about planning, and
creating a trimsheet.
4. Be creative with it
Don't let these couple of tricks Another interesting example is
stop you from trying something the interlocking bits of
else tho, you can do a lot of geometry to create an
amazing stuff with trimsheets interlocking wooden floor like
and a little bit of geometry. seen in Half life: Alyx
Trimsheet UV Tricks
Back to Table of Contents 42
Channel packed textures
Introduction
Channel packing is one of those great things to save texture memory and reduce the number of instructions that materials use
inside of Unreal Engine, which will reduce the footprints on the memory for them.
2. Substance Designer
If you are doing texture method.
generation inside of Substance
designer then you need to
keep an eye out for the RGBA -
Merge node, this will combine
the selected grayscale maps
into a single texture.
3. Substance painter
There is already a pre-existing and simple to export all the
preset for this to export all the maps you need and then hook
different channels to them up in the Unreal Engine
combined textures. material.
4. Texture preview
Now that we generated the left and there you can filter the
texture and imported it into different channels.
Unreal Engine we can have a
look at all the different
channels using the Texture
Preview.
Introduction
This allows you to copy and past bits or entire materials to a text file. You can also do this with blueprints as well, allowing you to
quickly save and share important bits of materials and code.
Pipeline Introduction
Back to Table of Contents 44
Damage Decal Workflow
Introduction
This time we’re looking at the damage decals workflow. Where we use a layers of decals on top of our base mesh to add damages
sections to our assets. Which is really useful for games with a lot of broken architectural or rubble pieces.
1. Overview
It’s part of different mesh decal
workflows, but when people
refer to damage decals they For this to work you need your
are more specifically talking base mesh with a tileable
about decals that add texture and then where you
damaged sections to your want damage you add
assets. Like let’s say you have another piece of mesh on top
concrete pillars that are of your base that had the
broken and you want to damage decal (texture with
differentiate the broken opacity map applied to it)
section from the non-broken added to it, so you can get a
version. nice looking damaged section.
2. Pro’s
It’s really versatile, where once Another pro to this workflow is
you have a texture filled with that it’s super easy to work
different damage Decals you with, because you can just
can keep reusing this one over remove/switch out textures for
and over on appropriate these damage decals if
meshes with the same texture. needed and if you have laid
them out in the same manner.
Which in a game setting can
save you a lot of drawcalls /
texture memory and will thus
make your technical artists
happy.
3. Drawbacks?
The more traditional approach polycount budget, since you
to this technique is definitely to will have to add a whole lot of
have a decal that’s mesh for adding these decals.
standalone (see example on
the right) so if you are going Another minor drawback is that
that way you can’t really use it you can’t easily more them like
as a “Normal Decal” anymore. you can with projected decals,
Depends on how unique you so you will have to go back to
go for this look. your 3D program of choice if
you want to update the
This technique is also more position on the model.
expensive in terms of
4. More resources?
An expansion on this: see the workflow of creating
If the decal itself doesn’t look one yourself.
to unique we can also turn
them into “Normal decals” that Also one of my favorite blogs
are used to specifically only (Simon Schreibt) that always
affect the normal map of the
underlying object. inspired my also did an
excellent breakdown of this
technique used in fallout 3, as
If you want a video overview seen here: https://
you can head over to this link simonschreibt.de/gat/fallout-3-
here (https://youtu.be/ edges/
FPzPGm_WB7E) where you can
Introduction
To construct a believable ___location or world we need to focus on building a solid supporting logic for it, it acts like the foundation of
your whole environment, allowing you to go back to it if you are ever lost and find your footing again or even expand on it.
3. History
Manmade Natural
For instance a museum that is A small settlement that grew
now re purposed as a military over time and now has an old
base can add a lot of interest part of the village versus the
to such a ___location, how would new part build in a different
people re purpose that style with different construction
___location to make the most out materials. Like you see in most
of it for their own purpose? major cities that have been
around for a really long time.
4. Keeping it logical
When coming up for ideas for a that you need to keep
___location, make sure that you checking if the environment
keep it grounded in reality. makes sense for yourself and
maybe show it to someone who
When talking about this you hasn’t seen it before at a stage
can look at the 80/20 rule, so where all the elements are in
80% grounded in reality and and make sense for you so you
20% imagination. can double-check that way.
Introduction
World building is super important for games in general, people want to be immersed in worlds and want to feel a part of them. So as
game developers we do the best to give you the richest possible world so that you can really feel immersed in them. Let's have a
look at an overview of this.
1. Introduction to worldbuilding
World building has many the one we live in right now.
different facets, but in it's truest
meaning it literally stands for As for environment art
the process of constructing an specifically we will most likely
imaginary world in which in our take inspiration from the
case our players can then go narrative setup by narrative
on adventures and explore all designers and writers (or a
the facets of that created "bible" in some cases) which
world. Which if done correctly we can then turn into art assets
and with enough room for to make a space from.
creative input it can create
stunning results that do a good
job of being as elaborate as
Farcry 5
Control
Introduction
So let's dive into some specifics when it comes to world buildings that's applicable for us Environment Artists. This is super useful to start
with in the beginning when planning your next piece (but can still be applied during working on it). Starting with basic needs!
Introduction
When thinking about world building, the people living in the world or scene you are building are just as important, even if they are
not visible they can still have an impact on the scene. So let's discuss some of the influences they can have.
2. Their background
The origin of the person or And this is all without the
people is an important factor, person in question even
there are so many interesting making an appearance in the
ideas when it comes to it. picture themself, that's what
Especially when reflected in makes for some good
the environment itself. For environmental storytelling.
example in the scene on the
right by Martha Niemczynska The scene would look totally
you can see that this is a different if the person here had
person who is anti a different background.
establishment, a hacker, and
that he/she is on the run now Marta Niemczynska - Cyberpunk 2077 Fan Art
after their hit.
3. Cultural backgrounds
Another big category that can It doesn't have to be your own
have a massive impact on the culture either, if you do some
scene, you can really pull from good research in cultures,
your cultural background. For there is some awesome stuff
example what does a waiting to be found and can
skyscraper look like set in X push your world building to the
culture, whole world like the next level by picking on
artwork by Jeryce Dianingana. element and giving it your own
Really tapping into his own spin. This can both apply to
cultural background for both a macro and micro scale
inspiration leading to an in your environments, from
amazingly refreshing style that's massive buildings or entire cities Jeryce Dianingana - Wakongo Hotel
inspiring a lot of people. to a single prop.
Introduction
When thinking about world building, the people living in the world or scene you are building are just as important, even if they are
not visible they can still have an impact on the scene. So let's discuss more of them in the second part.
1. Political alignment
So the first one is a thing that There are so many things you
games love to play with more can pull from here that can
and more especially in these make your scenes super rich,
politically divided times and where it's a utopia on the brink
that is the political alignment of of falling victim to a radical
the people in your scene. movement trying to break it
However, it doesn't have to be apart or vice versa, and it
radical to influence your world doesn't have to be black and
that you want to create. It can white either, there is so much
totally be a utopia as well! space in between, so use that
to your advantage.
Edit Ballai - Utopia
2. Personal beliefs
Allright, for this one let's have a Could be such a fun little scene
little fun! What if you make an to work on and would definitely
environment that is a flat pull some attention to itself
earthers den/garage. Imagine even if that theory is totally
that person building there own bonkers! You can apply this to
rocket to see for them-self if kids rooms believing that super
the earth is flat or not. There is heroes are real, a scene about
so much good stuff from maps santa's workshop, etc...
with ice walls surrounding the
earth, model and blueprints of
rockets, posters calling out
NASA for being fake. Beeple - Flat earth sunset
3. Religious beliefs
One of the main reasons that scene of a cult, playing on
pulled me to Farcry 5 and religious beliefs that people
playing that game (even if the have and all the outfits and
game itself was a little looks that come with that. You
disappointing at times). So could even push it into a more
there are entire games that horror directed scene and end
are build on this section alone, up with something more like
so you can pull from this outlast 2 for example.
section as well.
Introduction
In the previous couple of tips sections we've been focusing a lot on the people involved in your environments, so now we're going to
go back o our comfort zone and talk about the environment itself a little more, specifically natural elements that can have an
impact are under our control when creating an environment.
2. Terrain features
Terrain features also play a big example. Especially if these are
an important role when doing used in contrast to really up the
natural environments, for dramatic impact. More directly
example having a big hill right related to environment art, you
in front of you with a big can use terrain features to pull
structure on top of it can really the player attention to a
feel overwhelming and certain point. These are some
intimidating and on the excellent examples of player
opposite side you can build a leading and more on that
lot of intrigue by using smaller topic can be found in our tip
spaces and gaps in rock “Terrain features for player
formation to signal that there leading”.
might be a hidden path for
Introduction
This time we're going to be diving into a concept that is used in almost all games, especially the open world ones and will help the
player find his way in massive open world environments. These being "Weenies" coined by Walt Disney actually.
3. Color contrast
If we can't rely on having Just as seen in the example
bigger shapes we can also use from the right, you can clearly
colors to push the contrast and see the red building in the
thus making it more visible from middle of all the blue fog,
a distance, imagine you're which has been put there
walking through a nice lush completely intentionally.
green forest and all of the
sudden there is a painted red
building in the middle of it, that
will surely pull some attention
to it.
4. Some examples
Let's dive into some examples knowledge about the topic so
used in games, you can see you can use it to your
that these don't have to be advantage in either your work
limited to buildings, mountains or when working on games
or that kind of stuff. You can yourself.
also use fires, bright lights and
some others to pull the players
attention to it.
Introduction
As an Environment artist it's important to tell stories in your scenes, more so if you are a level artist and are actually building the
locations yourself. These stories are what give additional interest to the people walking around in your environments, so in this one
we're going to dive into a good method of coming up with some of these stories.
1. What do we gain?
When we start to envision All of these questions that you
ourselves in our work we think encounter are amazing ideas
about the smaller details that for cool little props that can
could get lost when not doing really add some character to
so, you think about your daily your scene, they will also help
routine in the setting you are you move your scene away
created. from the more standard
generic scene and more to
something personal and
"What would your day to day unique. (The world building
look like?", "What would the
routine of you be?", "What do section in the Complete
Compilation holds more of
you eat?", etc... these tips to look into)
Introduction
It’s now only what you place in a level that matters but also how you place things, and often times this might be the thing that is
overlooked, so for this one we’re diving into placing things in clusters. Why do we do this and how does it help us?
More information can also be found in “Blending shapes together (The rule of Three)”
3. Reduces noise
This might be the main reason If you just add a lot of objects
why I would recommend that everywhere it will start to look
you do it, is because if you add like noise to the player, and
details everywhere you add so that will definitely impact how
much noise that you lose the a player/viewer of your art will
ability to make things stand out traverse the scene either by
(unless you want to do so with moving or with their eyes.
nothing).
Asset Clustering
Back to Table of Contents 55
Make game art assets feel “Real”
Introduction
Game art assets can range from clutter that is scattered on the floor to highly detailed props that are important to the storytelling or
the characters they are surrounded by. With this tip we’re zooming into those highly detailed props and breaking down what makes
them feel “Real” or relatable to us as players.
1. Relate-ability
First of all, whether we come What you want to do
up with a new idea or we’re especially when building new
starting with a concept, we assets that are different yourself
need to make sure that it’s is to use relatable shapes or
relatable. Something that’s construction techniques to link
relatable can’t be 100% new it back to something that we
to the viewer, that would have seen already
require an entire explanation somewhere.
to even help them understand
what this object is.
4. Make it personal
And even going deeper with depth it needs and deserves.
the storytelling is the layer that
adds character or references
to the person that owns or uses
this asset.
Introduction
When starting with your projects it’s really important that you know what you are starting to build, and nothing is less important than
defining some pillar or guidelines for your project which will help to guide you through the development of these full environments
which can take quite a long time.
4. Building on style
What is also an option, is
starting by picking a certain But style could also mean
style, this sounds kind of vague “Brutalism” for example,
because it’s also so focusing on concrete, harsh
encompassing. spaces and a feeling of
intimidation.
Because style could be “Hand-
Painted” and then picking a
subject that would really stand
out if you were to apply Hand
painted approach to it.
Introduction
This edition will dive into some of the most important aspect of creating a modular environment and is especially critical for
considering gameplay. We will discuss thing such as creating good blockouts, grid settings and how the whole scene reads as well.
1. Importance
Most commonly used for into the topic of metrics and
modular environments and is how to prepare aligning
especially useful giving it to everything to a grid which is
someone else to work with. going to make the Environment
or asset package that you are
So for gameplay and usability going to make that much more
the environment should feel usable.
nice and to scale when you
are walking or playing through So let’s dive into this!
them.
Which is why we are delving
3. Grid settings
Let’s have a look at your 3D useful to change this if at all
package and then jump into needed, especially if you are
the your game-engine. working with multiple divisions
of one meter for instance.
First, you notice that all of the
3D programs have a grid The next step is looking at
already there once you open Unreal Engine where you can
them, if you know what kind of set different presets, and make
metric that you are working sure to set the grid size
towards. beforehand.
You are working towards, it’s
4. Blockouts first
When working on a modular So spend that time working on
environment or an asset blockouts, define proper
package, it’s super annoying metrics and setup your grid
to having to go back to the correctly where you have to, it
drawing board because you will save you a lot of time down
didn’t take enough time to do the line!
some proper blockouts to
define different metrics and
really work out how the
environment is going to be put
together.
Introduction
When talking to a lot of people starting out in their journey to break into the industry as a 3D artist, the major thing that I can see
straight away is a lack of attention to scale and details in environments, props and others...
A big reason for this is because is that you are just to eager to get into actually doing the work, and a lot of people forget that
actually doing the work includes reference hunting.
1. Importance of references
Let’s talk about the support you when you don’t
importance of references. have a clear idea about
shape, proportions, details,
References are all about textures, mood and more...
understanding the object or
scene you are trying to create, It may feel a burden at first, but
made up or realistic, you once you start collecting
would still use real life examples references and use them
to construct both of these correctly, you will see vast
things. improvements in your work.
References are there to
2. Finding references
The first thing to thing about is which is great!
Google, and typing the
keywords as direct as possible. Other stuff include: Ebay listings
Another option for google is or spending a long time
using Google image lookup. clicking on links in my search
Just drag and drop images in that don’t appeal to me,
the top bar. because sometimes these can
be reference goldmines.
Pinterest is also a really good
tool for this and will also allow
you to store it in one place,
3. Compiling references
Now we just need to find a program that allows you to
proper place to store them. save boards that you create
yourself and the interface is just
I always used Pinterest before, drag and drop, so just select
but I needed to open a an entire folder of images and
browser and do some extra drop them in and watch the
steps to get me going, which is magic happen. As a sidenote
annoying. you can save these boards, to
quickly open them up the next
So then I made the switch to time.
PureRef, which is a standalone
4. Using references
There is a balance you need to references, architectural style,
find in how specific you need texture references and
to look when it comes to weathering inspiration.
references, and lean on them
when struggling. Last tip!
Mainly use real-life reference,
So find what works best for you try not to work from a game or
and work towards that, for other persons project, the
example, I like making multiple world has so much to offer.
boards. These include
Moodboard, modelling
Introduction
Let’s dive into something that plagues a lot of people starting out on their own personal projects and trying to push themself is that
they tend to overscope their own projects and then never finish them in the end.
Overscoping
Back to Table of Contents 61
Reference sheets
Introduction
Let’s dive into something that plagues a lot of people starting out on their own personal projects and trying to push themself is that
they tend to overscope their own projects and then never finish them in the end.
4. Extra notes
So using these sheets, making work and modeling process.
them easily accessible through
the use of PureRef and it’s Don’t forgot to take care of the
awesome saving feature planning stage, even if you are
should minimize the downtime using a concept for your
when you are working on your environment, think about what
own environments, this will also would make sense for you to be
speed up the process of getting in the scene and make it yours!
into it and loading all your
reference.
Hope this helps you speed your
Reference sheets
Back to Table of Contents 62
Breaking down modularity
Introduction
One skill that environment artist need to have when it comes to the modular workflow ( the ability to reuse the same meshes/textures
multiple times to reduce the cost on resources) is the ability to break them down from the reference, now when it comes to
examples like these there are a couple of different types of modularity that we can talk about
2. Modular meshes
So let's take this screenshot mean that pieces of the wall
and break it down into it's will also be reused?
modular pieces first, a good
rule of thumb is to look for Have a look and really try to
repeating patterns first, and spot how big those pieces get.
then see how big those pieces
actually are.
3. Modular materials
Next up, let's take a look at the way will also help you to
amount of materials that we reduce the amount of time you
can reuse in our scene. A lot of spend on making materials
them might be using the same that you might end up not
base material but dressing using at all.
them up differently with decals
is going to make them look
more different and set them
apart from each other.
Modularity breakdown
Back to Table of Contents 63
Different reference purposes
Introduction
So when hunting for references, I love to work my way from the larger scene as a whole to the smaller details. So in these references I
would start to focus on the overall scene composition first, move my way down to the specific mood and go smaller and smaller...
2. Moodboard
Second thing that I have in the this one from the first one s you
reference sheet is the mood can spend way too long
that I'm looking for, this one is looking for both in the same
specifically based on the picture, unless you are lucky to
mood that I want to go for, in find that golden reference your
terms of colors and also in looking for!
terms of weather and lighting
in the scene.
Introduction
Let's dive into something else for this weeks edition, let's talk about blockouts, what to focus on and how to tackle them.
4. Focus on speed
This might speak for itself after This focus on speed will help
reading all the previous part, you make decisions quicker,
but setting yourself some sort of give you more variation in
deadline on when you want to options and most importantly
finish the blockout stage can will cause you to focus on the
really help you focus on the bigger picture.
speed of iteration.
Environment blockouts
Back to Table of Contents 65
Planning your scene’s timeline
Introduction
Let's have a look at how we can break down your projects in a way where you can get a better grip on what you are doing in the
next couple of months.
Introduction
A large part of the environment art workflow is looking and finding references in addition to the references that are provided to you
by art direction. But sometimes it might be tricky to find some of them, so in this one we're diving into how to find some good
references.
4. Dig deep
The last thing is digging deep, An example of this can be
often times the best people's personal travel blogs
references/resources are the for environment art references,
more obscure ones that take a they can be great for more
bit of time to find and you remote parts of the worlds
might have to do some where google maps don't work
digging. Be careful that you and without tourist hotspots.
don’t get sucked into endless
blackholes tho! Some good places to start are:
BoredPanda, National
Geopgraphic, Flickr and
Pinterest...
Introduction
As of writing this 2.8 was not yet in sight, but I had heard some great upcoming things about the program and it was also super
interesting to me that this program seemed to be more stable compared to Autodesk competitors, while also being free.
Let’s dive into some things that make the switch a little easier!
2. Changing hotkeys
A straight forward step maybe,
but taking the time to tweak
hotkeys further to what you are
most comfortable with is one of
the most important things to do
at the beginning because it
can save you tons of time.
3. Driven by addons
Capsule: one click batch bake that information down.
exporter, really useful to export
lots of assets at once when Special thanks to Andreas
working in a game engine Strømberg (@Stromberg90 on
twitter) for the tips on where to
Decal machine: Which I am find these addons.
currently still testing and going
through a full asset for, but this
seems to be crazy powerful, it
allows you to put decals on
any mesh and then let’s you
Introduction
Let’s dive into a real timesaver when it comes to modeling, and these are instances, which are super useful for making modular
pieces and testing them inside of the modeling package, as instancing will just propagate all the changes that you do to the master
or any of the other meshes to all of the others that are instanced.
2. Supported programs
Blender: Duplicate Linked instances mesh and they will
Maya: Duplicate Special (with remain in sync.
instance active in the popup
menu) There is one exception to this
Max: Instances or References rule, with the References in
Max, the instances only
All of these options basically change if you change the
react in the same way, they master mesh.
will provide a two way , not the other way around.
duplication of the asset, so you
can change the master or the
3. Unreal Engine
Instancing come more automatically “instance” the
naturally in game engines mesh and make it cheaper on
especially if you are using the memory. The reason why I
modular pieces and will be put Instance in those
duplicating things around and parentheses is because they
using the same mesh multiple will still increase drawcalls.
times in the same level/
environment.
4. Closing thoughts
I was already using this for a So I decided to switch it up to
long time in Unreal Engine itself, using Instances inside blender
testing modular kits when I was and doing my main bulk of the
building them inside the iteration in there.
engine, constantly switching
back and forth doing smaller
adjustments in blender,
exporting them to Unreal
Engine and then doing this
over and over if I needed to.
(what a waste of time!)
Introduction
The fracture modifier is super powerful for the creation of random looking cracks and geometry. There are things outside off these
applications that we can use this modifier for too, so let's dive into it.
3. More parameters
Some other options that are random (1b).
nice to play around with are
the recursive fractures (1a) There is also a handy offset
where it will do a secondary build in that allows you to
pass on the fractures, control the spacing between
fracturing the already meshes (2), this was particularly
fractured pieces from the first useful when experimenting with
pass. making these shapes and then
using them as booleans.
This comes with some
additional parameters like
breaking the larger, smaller,
close or far to cursor and even
Introduction
Contact shadows have been here for a while now (since version 4.14), but not that much people know about it or use them. They
are a great way to add visual fidelity to a scene by adding a more accurate approximation to shadows with dynamic lights.
3. Shadow settings
The settings for these kinds of this is based on the screen, so
shadows are super simple meaning that putting this to 1 is
though, you can just set the going to cast a ray across the
distance of the shadows. The entire screen, where 0.5 only
only option that you have is half and so forth.
changed it from screen
spaced to world unit based.
4. Remarks
Contact shadows are really specific for people that use
nice visually, but as most dynamic lights because baking
people tend to use the static shadows will be accurate as
lightmaps that get baked long as the lightmap resolution
inside Unreal Engine which allows for it on static objects/
includes these more minor lights.
shadows.
Introduction
Bevels are becoming more and more important the cheaper geometry is becoming to render for the GPU, with games like star
citizen working with a Mid-poly pipeline might be nice to dive into some tips on bevels. So let's dive in.
1. General settings
First of all let's dive into some clamp overlap regulates if the
more of the generic settings for bevel will extend over the
the bevel. The most obvious of bordering edges. And lastly
all settings is just the “Width” of "Harden Normals" will match
the bevel or the amount of the normals to the new
“Segments” as well as “Profile”, adjacent faces.
allowing you control on how
the bevel reacts. Make sure that when you do
tick the harden normals button
Other settings that are useful that you smoothen the mesh
are "Clamp Overlap" and with the autosmooth function
"Harden Normals". In which in the “Object” menu.
2. Weighting
You might have noticed that modifier we just need to set the
by using Blender for a bit now "Limit mode" to "Weight" to only
that there is the option to have it influence the edges we
assign bevel weights through just tagged. The amazing thing
the edge menu. about this is that we can assign
different strengths when
adding the bevel on an edge,
This is useful if you want specific allowing us even more control
edges to bevel, allowing you and opens up options for
individual control over variation.
separate edges.
3. Angle based
But if you are looking for a angle in the bevel modifier
more generic option to quickly needs to be higher than the
bevel the entire mesh, then angle you want it to affect.
angle based bevels might be
the thing to look for. Allowing Again make sure to have the
you the simple control of auto smooth option active
setting which edge needs to under the Normals menu as
be beveled based on the mentioned in step one or the
angle of the polygons shading might look a bit weird.
neighboring it.
4. Vertex group
Last option here, is adding making unforseen connections
bevels according to the between them too.
assigned vertex group, but you
might be wondering what the
difference is between this and
the weighting option is?
Bevels in blender
Back to Table of Contents 73
Smoothing curves and bevels
Introduction
Bevels and smooth curves can be tricky to edit, but there are some ways that you can make it super easy on yourself.
1. Things to avoid
First let's talk about the things especially for Bevels.
you would want to avoid when
making these nice curves, the Another thing to avoid as
first thing being to try and do much as possible is doing these
this manually, this is never curves in a destructive manner,
going to be as accurate using try to be able to go back and
some sort of guide or using a adjust this whenever possible,
bevel to create a nice curve. you never know if you m want
to do some changes.
This is also going to be way
slower than doing it from
scratch in most cases,
2. Beveling correctly
The first thing to dive into is new edges, together with auto
probably when to do these merging of vertices this can be
Bevels as this is going to be you a really nice an quick way to
main source of rounded remove vertices.
corners, for most of you. There
are ways to do this without A non destructive way could
creating a mess from your be using the bevel modifier
mesh though, some examples and having it adjustable all the
shown on the right go into time, more on that can be
using clamp overlap to limit the found in the weekly tip for #87.
distance the bevel will go if it
reaches another edge or
setting this limit yourself with
3. Using curves
Using curves and the curve curve that will be used to bend
modifier in Blender to create this straight piece along itself if
easy curves you use a curve modifier. Make
sure to add enough new
edges so that it can actually
A thing that I recently got into be deformed.
when moving to Blender is
using the curves and curve
modifier to make nice curves This is not exclusive to Blender
surfaces. The way this works is though and you should be
that you have your normal able to do this in Max or Maya
straight mesh for my example a too.
wall piece and then make a
Introduction
Have you ever had this issue where you made this awesome looking wall that uses a combination of a tileable texture and separate
bricks. But then you have made an even better looking brick for the wall, so how do you quickly replace all these previously places
bricks that aren't instanced? That's what we're going to dive into!
Introduction
Scattering objects is most of the time done in engine, but it can also be done in different ways inside of your favourite modelling
program, this weekly tip might be specific for Blender, but they can also apply to other modelling programs too.
1. Receiving Object
Our starting point, this can be For this example we will be
any mesh you can imagine, looking at a simplified rubble
I've been using this workflow pile for example. At this point it
myself for more hardsurface looks pretty basic, but it serves
objects but also for foliage. as a good point of reference.
You can let the normals of the
underlying mesh decide the
directionality of the meshes
scattered on them.
2. Particle setup
First let's add a particle to our Control over the amount of
mesh: particles and seed it uses.
- Add a particle emitter Velocity:
- Set it to "Hair" Can influence the placement
- Tick the "advanced" box, this of particles, keep this in mind
gives you additional control Rotation:
Speaks for itself
Render:
Most important tabs and Controls over what we spawn,
setting to play with: see next section.
Emission:
3. "Objects" to scatter
Now let's move onto the If you only have one object
objects that you want to that you want to scatter, then
scatter, there are a couple of you would select the "Object"
ways that you can do this. But option instead.
my favorite way and the most
versatile way is to do this via The settings for the particles to
the "Collection" option, this spawn can be found in the
gives you the option to add Particle Settings > Render >
objects into this collection and "Render As". Here you have
it will update the particles that different options for what you
are getting spawned. want to render.
4. Weight painting
Now this is where we get into such as “Density”, “Length”,
the interesting stuff, we can “Clumping”, etc...
build an additional layer on
top of this setup by using These can all be found under
“Weight Painting” to influence the “Vertex Groups” dropdown
a parameter of these particles. in the particle settings.
The colors in this gradient is go Weight painting’s density and
from Blue (none) to Red (All). amount of control is affected
We can use this weight by vertices, so keep this in mind
painting to control a bunch of when working with it.
parameters off these particles,
Introduction
This time we're looking at a really simple trick if you don't want to use fancy vertex displacement or fancy shaders in your real time
environments.
Tileables to geometry
Back to Table of Contents 77
Heightmap to Geometry
Introduction
This is a technique I've been using recently in my personal work recently, it's nothing revolutionary but a good tip nonetheless to
create really nice detailed geometry based on textures in a really quick manner.
As always I will be using Blender for this, but this can also be achieved in your modeling package in different ways.
1. Adding geometry
First off all we need to add modifier (or Turbosmooth for
geometry to our subject, we you Max lovers), depending on
need this to control the the geometry and how dense
resolution or how accurate the it was before you might want
heightmap will deform our to add two to create the
geometry. The denser our density you are looking for.
geometry the more accurate
the initial projection will be.
3. Making it game-ready
That's looking nice, but it's also A good rule to follow here is to
waaaay too much geometry reduce it to the point where
to use in a game engine (Not the visuals of the mesh don't
every engine allows you to completely break. in my case
chuck everything in it and this
"Nanite it up", so keep things
optimized!) A simple way to do
it on this example would be by
adding a "Decimation"
modifier, this will reduce the
geometry based on a factor
you can put in.
4. Final remarks
This is a pretty quick but One of the main drawback is
demanding way to create that it will treat the surface as a
geometry based on your single mesh (as seen in my
textures, depending on the example) so if you want to
details and complexity of your have nice lose roof patterns
assets. It's demanding because with individual tiles it might not
you always need to feed it be your best way to go.
enough polygons to actually
displace the surface.
Heightmap to Geometry
Back to Table of Contents 78
Face Weighted normals
Introduction
With the increasing popularity of the "mid poly" workflow (more on that in a previous tip) there is also an increase in the focus on
improved shading on their bevels. This time we dig into "Face Weighted normals" and their applications
2. Visual Comparisons
let's look at some examples with If we we're to smooth all these
a little cube here. corners, then you can see that it
looks a little bit better, but the
shading still spills over to the main
If we we're to smooth all the surfaces. And if we apply hard
edges on this cube the shading edges, you guessed it, all these
will look like it's trying to mimic a surfaces will just be split.
sphere, and if want to
counteract this effect without
adding more geometry we need So, now if we want to get our
to either make some of the meshes to look really nice with
edges hard or use a normal map correct shading, that's where
to counteract this effect. Face Weighted Normals come
in. This cleans up the shading
and makes it so that the bevels
On the opposite spectrum, if we read really well, mimicking what
make all the edges hard then you would achieve with a
we just have a flat cube that normal map and less geometry.
doesn't look really nice either,
you can really distinguish all the
geometry by the shading.
Introduction
UV packing is a really great way to optimize your texture resources and squeeze the most out of them by minimizing the lost space in
your UV space, packing the UV islands tighter together and reducing pixels we waste in out textures.
1. Optimizing resources
In games we work within tight The actual limitations here are
memory budgets and have usually decided by a bunch of
restrictions when it comes to factors such as: Target
disk space, these have platform, pipeline
become more lenient over optimizations, which workflow is
time but it's still a solid practice used and how much is reused,
to keep this in mind. etc... and with technology
shifting this will never be the
same one project to the next.
3. Straightening UV shells
A trick for good UV's but really resolution too, as you can get
applicable for packing is to more on one UV space and
straighten the UV shells as can thus increase texture size.
much as possible.
Introduction
Making stylized art can be very exciting and freeing as an artist however as much freedom as stylized presents as an aesthetic, it
can be daunting to dive into for some. This is just a few tips and tricks that might aid those in their own creative process.
3. Imitation as flattery
There is absolutely nothing navigate.
wrong with copying another
game's art style to help you Techniques like this help to
learn. It tends to be one of the alleviate the pressure of
first suggestions to help artists constantly actively developing
gain an understanding of the skills as an artist and lets it
building blocks that make up happen more passively while
any given style. Those building the artist can enjoy creating,
blocks can then be used as taking the style cues of their
the foundation for the artist's chosen aesthetic.
development of their own style
which can be a tricky thing to
Introduction
Exporting assets from a 3D software is usually done through manual exporting, going through the menus or pressing a hotkey. But
what if you are working on an entire modular set that contains 10 to 100’s of meshes, that’s where batch exporting comes in
1. Overview
Normally a batch exporter If you are working on a
takes all the selected assets in modular kit this is extremely
your scene, puts them to world useful because you don’t have
origin (this depends on the to manually update all the
software you use for Pivot assets one by one.
Placements) and then exports
each individual asset in your
selection as a different FBX file
for you to import into your
engine of choice.
3. Addon recommendations
Blender to Unreal Engine Batch Export/Import (Max)
(Blender) This older tool still gets the job
this is the one that I’ve been done it seems for Max, it might
using personally and has even be the same one I was
everything I need when it using when I was still using
come to my modular kits with Max?
collisions
GameExporter (Maya)
there is apparently a built in
tool for Maya, I haven’t
personally used it myself but it
seems to have all the options
that I would want out of a
batch exporter tool like it.
Batch Exporting
Back to Table of Contents 82
Putting details in your Geometry
Introduction
As Environment or Prop Artists we’re constantly balancing the visuals versus the performance of the assets or environments we
create. So today we’re diving into how you can improve the visuals while also optimizing the performance a little at the same time,
saving you some geometry.
2. Adding imperfections
These small changes on the You can easily do this by taking
silhouette can also be applied already existing geometry and
on the internal shapes too, just moving it around ever so
these Imperfections are what slightly. These imperfections
makes the world feel lived in can add a lot of life to
and more relateable to anything you do, just look at
players. If you see something this example on the right, and
that feels 3D it’s because most how all the clutter and
of the time it’s missing those imperfections make it feel lived
imperfections and feels too 3D in.
because of it.
3. Nothing is straight!
Everything that you see around It’s best to do this step fairly
you is always ever so slightly at close to the end, and do it as a
an angle, use this knowledge polish pass, again, using the
to your advantage and make existing geometry to really put
everything slightly crooked. some nice details on it.
Obviously how crooked
depends on the real world
techniques used to create the
asset in the first place. A hand
made medieval tool will feel
more unique and “Crooked”
than a modern day machined
piece of a gun for example.
Introduction
Creating wood piles has never been easier with little technique in blender, while I’m using this for wood piles you can use this on a
variation of different assets with a couple of simple adjustments.
1. The Setup
Let’s breakdown the little setup our collision and will remain
here first, you can see we have static. So in this case this will be
a a pretty large stack of added to the plane beneath
wooden floating pieces above the stack of wood.
a plane with a hole inside of
this and some thickness. The Active Rigid Body
simulation works on two rigid This we assign to all of the
body components. wooden pieces and has a
bunch of parameters that we
Passive Rigid Body can adjust, but more on that
We assigned this to the asset next.
that we want to use to act as
4. Other applications
With a little imagination you could be interesting to have a
can see a bunch of whole bunch of garbage
applications to this such as assets and then bake all the
random wood piles all we maps we needed from them
have to do is make a different and you have a tileable
capture device, change the garbage material, you just
meshes we want to scatter need to make sure the edges
and we’re good to go again. are correctly tiling as well.
Introduction
In this one we’ll be looking at the roof tiles I’m currently making for my medieval project. It was also the first time using Geometry
Nodes in Blender, so not everything works perfectly with the tool we’re going to be looking at, but it’s amazing to create some quick
rooftops for my scene.
2. Scattering instances
Now that we have a surface just drag it straight from your
that we can work with we can outliner into the geometry
convert this mesh to the points nodes interface and it will add
we need to scatter instances an object info node for you.
on, first we get a “Mesh to
points” node and then we add We can then hook this up to
an “Instance on points” node the “Instance” on the
to do the actual scattering. “Instance on points” node and
we have things that are
For now, the thing we will be scattered on the object.
scattering on top of this mesh
can be anything, and you can
3. Sampling a collection
It’s time to get rid of the single drag the collection pin to the
object we are sampling and first group input to expose it to
replace it with a collection of the modifier stack. Now we
objects, this gives us more can switch collections on the
control over what object we fly and try multiple variations
want to spawn and allows us pretty quickly.
to spawn multiple meshes at
once.
Introduction
The first major technical hurdle when it comes to gamedev (well now that I think of it that might be UVing...) But still a technical
hurdle by itself. For simplicity's sake, I am going to assume that you are baking inside of Substance Painter, as this will simplify the
process a bit, because there are specifics to keep in mind when baking in other programs. But that being said, let's dive straight in!
A little thing to mention though, this is a highly condensed artists overview of baking, so add your own research to this!
1. What is baking?
Baking is the act of projecting needs a set of UV's, if this
all the details from a higher doesn't have UV's then the
resolution mesh that we can't baking process can't project
use in game (for performance the details form the highpoly
reasons) to the lower poly onto the lowpoly mesh and
game-ready mesh. make a texture out of it.
Introduction
This time we will be looking into some tips that will help you build a better lowpoly mesh that can help you get the most out of your
lowpoly meshes specifically to get better bakes, let's dive in!
Introduction
In continuing the baking series let's talk about how you can get the most out of your UV layouts and get the best possible texture
bake result. For this I assume you have an understanding of the base concept of unwrapping.
So these tips will be more generalized high level tips for baking specifically.
2. Straightening UV's
You have to make the most of unavoidable) you might want
your pixels in your texture to think about straightening
space that will eventually be these out and get a consistent
used to texture your model, straight edge.
you will have to try your best to
keep away from diagonal UV This is also used to get better
islands as much as possible bake because your edges will
especially for smaller textures. not have to deal with diagonal
You will want to align the UV's pixels and half pixels. There are
as much as you can with the some great tools that can help
grid of pixels on the texture. If you quad unwrap these
you have diagonals in your UV sections nice and easy.
shells (a lot of the time
4. Overlapping UV Separation
For example one way to get space outside of the 0 to 1
more texture space is to use space. If you don’t the baker
symmetry so we can bake a will project all the information
texture for one half of the mesh from all the parts on top of
and use that same part of the each other, creating a mess.
texture on the symmetric part
of the mesh, we can also do This is perfect for shareable
the same for a reusable piece items like bolts, screws or other
of the mesh, like for example a items you have that can share
bolt. When we do this we need texture space.
to keep in mind that we need
to move one part of the
overlapping UV's exactly one
Introduction
Let's dive into some tips for building a highpoly mesh specifically to get better baking results. For this we are looking into how to add
thing like bevels, details, using floating geometry and making multiple highpoly meshes instead of one connected mesh.
1. Large Bevels
Bevels are the best way to Creating a consistent bevel
highlight those nice edges that width for similar parts of the
you get when lights hit the mesh is also something that
mesh, so making them bigger can help you create
will make the highlights hit consistency between them. So
those edges of the mesh for a for instance when modeling a
longer distance through all the gun, all the metal elements
MIP maps. So if you are going have tighter bevels than other
to bake all this valuable parts of the gun like the grip
information down to a normal that are made out of softer
map, you might as well get the materials.
most out of it and retain them
for as long as possible.
3. Seperate parts
This one might sound ridiculous is thinking about how it was
for some, but a highpoly constructed and separating
doesn’t need to be one mesh. these elements into separate
Building separate pieces of the parts of the bigger mesh. Like
highpoly mesh is a huge time for example if we think about a
saver, especially because table, it has the tabletop, the
some of the connections you supporting frame and the legs.
are trying to force when Separating the highpoly will
keeping it one mesh are make it way easier then doing
unnatural anyways. this all at once.
4. Floating geometry
These are smaller meshes that the blending between the
float above the highpoly edges of the floating piece of
surface and then get baked geometry and the surface
onto the lowpoly together with projecting it onto,if these don’t
the base highpoly mesh. Some match perfectly, you will get
things need to be kept in mind. normal map artifacts.
First of all is that you need to
add these as close to the This is also why people stay
surface as possible so it can be away from trying to use them
factored into the baking on curved surfaces unless you
process, secondly there are have a plugin that matches
some limitations to this them to it.
because you need to factor in
Introduction
Let's dive into some tips for building a highpoly mesh specifically to get better baking results. For this we are looking into how to add
thing like bevels, details, using floating geometry and making multiple highpoly meshes instead of one connected mesh.
2. Bake Distance
First one being bake distances, An additional option is to
these are dependent on the check/uncheck the "relative to
deviation between the lowpoly bounding box", if we have this
and highpoly mesh, so the checked then the bounding
more your highpoly sticks out box will be normalized to a 0-1
the higher the frontal distance distance according to the
will be, same goes for the outer dimensions of the loaded
opposite direction for the rear asset. Testing this is easy
distance. This replaces what though, you can just pick a
you would normally do with a value and see if details are
cage, however a cage gives missing.
you a preview where this does
not.
Texture baking - 01
Back to Table of Contents 91
Texture baking - part 2
Introduction
In this second part we will be diving into more generic tips about baking. We will be diving into some more common issues that can
occur when working on baking your own props.
2. Creating a cage
So if you aren't using baking by cage as it will compare the
mesh name or want really vertices from the lowpoly to the
specific results we can make a cage.
cage for our bake setup which
will limit the range of the bake So when you create a cage by
between the lowpoly and the duplicating your lowpoly mesh
cage. and then exploding it, all you
are looking for is to
Which is also why in most cases encapsulate your highpoly.
and with most bakers the cage
cannot deviate from the
lowpoly when creating the
3. Skew maps
These are black and white mesh whereas the black will
maps that alter the way that leave the area unchanged.
the bake is going to transfer This can easily be flipped by
the details from the highpoly to toggling the option in the
the lowpoly. It will literally skew baker (in substance)
the details until they are baked
flat onto the mesh, making it However this can also be
perfect for floaters and smaller achieved in add more
details like nuts and bolts. geometry on a temporary basis
to affect the vertex normals
The white of the texture will too.
make it project flat onto the
4. Debugging errors
There are some specific things So getting used to how to solve
to watch out for when baking, these will be the most
because you should never important thing, but this will
hope for a perfect bake, take time and experience.
especially not the first time. Aligning your meshes or
Arguable this is the aspect of something being wrong with
baking that you will spend the transform is just one
most of your time in, because example so hopefully we will
there are a lot of small little dive into more concrete
errors that can pop up during examples as we go along.
the baking process.
Texture baking 02
Back to Table of Contents 92
Baking troubleshooting - 1
As you might have already noticed, a lot of the time baking is just problem solving with a healthy dose of thinking ahead, so in this
entry we will look at some of the common issues with baking and how we can resolve them.
Baking troubleshooting - 01
Back to Table of Contents 93
Baking - Throubleshooting - 2
BeyondExtent
As you might have already noticed, a lot of the time baking is just problem solving with a healthy dose of thinking ahead, so in this
entry we will look at some of the common issues with baking and how we can resolve them.
2. Skewed details
When you have tiny details like average normals (for all these
bolts for example on the details to be projected flat
highpoly and you want to onto the surface) and a bake
bake these down you can get without a cage or average
this weird stretched look on normals (for all the edges etc)
them, this is because the then combine these.
normals leading up to that
point are not pointing straight Now you don't have to play
down. around with that anymore and
you can just use marmoset with
The traditional way doing one a build in feature that allows
bake with a cage or non- you to paint these areas.
Baking troubleshooting - 02
Back to Table of Contents 94
Substance Painter Opacity Map Bake
Introduction
This entry will dive into a workaround way to get opacity maps by baking a normal map that has no dilation and then using a 2D
editor to turn this into an opacity map.
BeyondExtent
Floaters are pieces of a model that are detached from the main model and float above the surface. This way we can avoid having
to model them directly into the main highpoly.
1. Intro to floaters
Floaters or floating geometry is realize them, think nuts and
great to add details for the bolts as good examples.
highpoly, these pieces of
geometry are detached from As we have them floating
the main highpoly mesh and above the surface we can
are thus not dependent on the easily test if this is the look that
polyflow of the underlying we are going for or not and
mesh either. remove them if we decide
against them and keeping the
Another benefit of this is that highpoly intact.
we can easily duplicate this to
another part of the asset to
4. Painting floaters
Additionally, and way quicker
is that we can also add these
later on, after we are done
baking. We can do this
through substance painter by
adding them as normal stamps
and if we then combine this
with the anchor points that we
can use.
Introduction
So with this one we will dive into some the topics of building and designing your own portfolio and how this will help you with the next
job and how to grow towards what you want to achieve with your career.
3. Baking setup
So for this to work, we need to and the Highpoly will be
make sure that we have setup named "Test_Highpoly". Once
all the meshes with the correct we start baking this will then
naming conventions. So to do look at the name and bake
this we need to give all the them as a group.
meshes that belong to the
same group the same name, Also important is that the
so as and example let's say we meshes need to keep the
name them "Test", then we same offset in the scene itself
need to add a suffix for both so that they remain
the Lowpoly and Highpoly. so overlapping if we export them
for our example the lowpoly
will be named "Test_Lowpoly"
Introduction
Now that we discussed Baking it's time to dive into the next step and start talking about Texturing, but first we need to take a look at
the different maps that are used in the texturing process, so here we go, let's dive in!
1. Normal Map
Normal maps are textures that This map is super important in
hold texture information that the challenge of adding more
bounce the light based on the details to a model without
value that is in the texture itself, adding more polygons and
this is also why this texture has most commonly acquired by
a weird colour. baking this information down
from a much higher detailed
mesh down to a lower detailed
The colours in the map reflect mesh.
the direction that the
bouncing light rays will get
adjusted by.
2. Basecolor/Diffuse/Albedo
These are the maps that are Then for Albedo, this is mostly
used for storing the base color used in the workflow that is no
values for the material itself, so longer the PBR standard and
why these different names will be used outside of PBR
then? There are a couple of rendering such as phong or
different workflows that are blinn shading for example in
used by engines, so to make it modelling packages. These
simple Basecolor is used in the textures are best seen as what
metalness workflow (eg Unreal you would normally see in daily
Engine) whereas Diffuse is used life with the lighting information
in the Specular Workflow (eg removed as seen in the
Cryengine). example on the right.
3. Roughness/Gloss
These maps are the You can think of these maps as
interchangeable they are just the micro surface of the
the inverse of each other. material, meaning that the
Where Roughness is used in the smoother the surface is the less
Metalness workflow and the altered the light bounces are
Gloss Workflow. These have a going to be and the more
big impact on how the smooth and reflective the light
material will react to the light is going to become because of
bounding off of it. this
4. Metalness
This map is more specific to the So for most (and if you want to
Metalness workflow, I mean it's be accurate) this map is either
in the name so it has to be black or white, so when the
right? map is white it's metal and
when it's black its going to be a
non-metal, simple as that!
This map controls if the material
is a Metal (and has colored
reflectivity) or a Non-Metal
(and the reflection is going to
be white).
Introduction
Let’s take another look at some of the additional maps that are commonly used in texturing, here we go for round number two!
2. Opacity
The opacity map is where the All the values in between will
magic happens if you're control the opacity of the
looking to make stuff material unless you are using a
disappear, it's a super simple specific shader such as Alpha
one to understand, white on Clip which can only read black
the texture will be visible and and white values whereas
black will be invisible. Alpha Blend will allow you to
blend to in between values for
the opacity.
3. Curvature
A curvature map stores all the A curvature map can be
information of the mesh where depicted in multiple ways as
has peaks, valleys and pits. you can see on the right. The
You're probably familiar with most common one is the single
this map if you ever baked channel one where the edges
something in Substance Painter are represented as white and
or possibly some other the cavities are marked in
programs that use this to black. You can also see that is
generate masks and uses the full gradient with 50%
edgewear. grey being neutral.
4. Height map
Height map is another map Black will be the lowest point in
that is fairly common for us your terrain and white will be
Environment Artists especially the highest point. But this isn't
when it comes to terrain and only useful for Terrain, other
other forms of depth simulation programs like Substance
(for instance in materials). This Designer, Unreal Engine and
texture allows you to paint (or others use this texture to
author this in any other simulate depth in materials by
software and then bake this using this texture for example
information down) in black for parallax occlusion mapped
and white where you want textures.
your mountains and your
valleys to be.
Introduction
A thing that a lot of artist take for granted at this point but if you are a beginner it might be weird to understand the concept of
textures that seem to runs endlessly.
1. UV Spacing
First to understand the concept We want these textures to
of tileable textures we need to repeat, this gives us more pixels
talk a bit about UV's. Normally to work with on the texture.
when we unwrap stuff we keep
it in the 0-1 space of the UV's, For example, you have a
there's a good reason for that simple plane unwrapped to
because all the polygons we the full UV space, say 512x512
move outside the 0-1 space but if we double the size of the
will have the texture repeating UV's (Scale it up) This means
onto the mesh, but this can that the texture is now
play in our favor! repeating 4 times on this space
while the texture remains 512.
2. 1-way Tileable
These are textures that tile in strips or trims of textures on one
one way, so this means that if texture sheet, as seen in the
anything pokes outside of the example on the right.
0-1 space of the UV's to one of
the sides (horizontal or vertical) This topic onto itself is quite
it will tile. When we are talking worthy of more explanation, so
about these sorts of tileable these are the basics for now!
textures people also call them
trim sheets.
3. 2-way Tileable
The standard form of tileable multiple times.
textures. This means that the
texture will tile in all directions You can see an example of this
and that you can move your to the right, where you can
uv's around outside the UV clearly see the tileable nature
space and never destroy the of the texture because it has
tileable nature of the texture. A distinct patterns.
downside to this is that the
texture itself needs to tile well,
this means that if you have any
unique spots in the textures this
will become super obvious
when you tile the texture
4. Blending it up
The power of tileable textures You can do this in any program
lies within how you use them you want by using masks,
though, for example what you vertexpaint and other things...
could do or your personal
projects is buildup a personal Vertexpaint tips can be found
library of tileable materials and
then blend them two or more in my blog compilation and in
one of my previous blog posts!
of them with masks to get
some interesting results.
Introduction
In this one we will have a look at tileable texture creation, this is more of a general overview on how to create them and not really
specific about which program to use. In the future we will be looking at program specific creation methods, but this one should give
you a good idea about how to start and what to keep in mind when thinking about creating Tileable textures.
1. Different workflows
When starting making tileable Zbrush to help you create
textures, there are multiple these, like making the viewport
different ways that we can go like things for you (flipped
about this. normals on YouTube has a
good video about this).
The most common way is using
Substance Designer to create The main difference to keep in
these but there are other mind here is that Substance
options too. You can also Designer might be more
create these with Zbrush or any difficult to get into, but it allows
other modeling program, there for endless options of variation
are some neat tricks inside of through it's procedural nature.
Introduction
Trimsheets is a texturing technique that is most used on modular pieces to reduce drawcalls and try to maximize reusability of one
material. We will be looking into how to set these up, in this short intro to trimsheets.
If you are looking for more information on this topic, Polygon Academy (youtube) has some great tutorials on this topic that are
great!
2. Planning ahead
Because you need to make a can cut new edges in the
texture that will got all the meshes and map a new piece
meshes you have now and the of texture to it.
meshes that you are planning
to make in the future. A good way approach this is
planning your chunks in a 2D
The nice thing about making a fashion. Either as a quick sketch
Trimsheet is that they are very or just blocking out some
versatile in the way you can chunks in 3D. Make sure to
use them, this means that you keep these chunks aligned to
are not really restricted in the the UV grid for easy
way you use it because you unwrapping too! Peter Nicolai - Trimsheet Planning
4. Practical uses
Trimsheets are super useful for that you use these trimsheets,
the texturing sections of even when you made the
modular buildings, adding texture yourself you could be
details to meshes that will give surprised by the way that you
you consistency among all of can use it.
them or just trying to optimize
your scene by using one And lastly, keep in mind how it
texture that gets used across looks, if the difference
all of them. between a really up-scaled bit
in your texture and a normal
The best tip I can give you here looking one are close to each
is to be creative in the way other, they might stand out! Ben Hale - Battlepots
Introduction to Trimsheets
Back to Table of Contents 103
What is texel density?
Introduction
Texel density is something that most people recognize in games when they see two textures right beside each other and the one is
more blurry than the other. This discrepancy between the textures has to do with the Texel density of those textures on those assets.
1. What is it?
Texel density is the size of the 4m tall wall. then from this we
texture and how this will be know that if we were to make
displayed on the assets or a 4m by 2m tall wall using the
screen. For consistency we try same texture the UV space
and keep the size of all the needs to take up half of the
different textures or elements same (using 512pixels by 1024
you might use to the same pixels).
standard. With this we are aiming for
consistency between all the
elements within a scene or
So for a simple example let's
say we use a 1024pixel by section within assets as you can
see in the example.
1024pixel texture on a 4m by
Introduction
Ever wondered why those normals that you add on top of your mesh never pick up the changes you add after the bake? Well this
entry will seek to rectify that straight away and let the smart materials pickup all the information that you add later on through the
use of anchor points.
Introduction
Something I've done recently for my own little scene I've been working on some materials and Jute was one of them, but you can
use this technique for anything with a woven pattern.
1. Base shapes
First off let's start with the base I also wanted to get a bit of a
shape that we will be using feel here that they are made
here, this will start from a simple of strands so we subtract some
square pattern that we then slightly blurred lines from it to
squeeze down, and then we make it feel as such.
multiply this with a gradient to
make it falloff at the top and
bottom (which we will use for
making the pattern later)
2. Woven Pattern
We have our base shapes Then we just have to repeat this
now, it's time to make a process for the other corners of
pattern out of them, for this we the pattern, all blending them
will be using a couple of simple together using a blend node
transforms and blend them with "Max lighten" and finishing
together. For this we want to it off with an auto levels to push
move the darker part of the the black and white values
shape into the corners and until they are maxed out.
then overlap the white part of
the next one with the dark
part, this will create the
overlapping nature we're
looking for.
Introduction
Anchor points are really useful in Substance Painter for linking information between different layers in your current scene, one of my
favorite ways to use these is to add them for color variation for trimsheets.
But can also be used in various other ways to add different colors on top of your favorite materials that need a little color variation.
Introduction
A few tips to getting that little bit extra out of your hand painting using diffuse only.
1. Fake AO
As the Ambient Occlusion same level of impact. Of
information of a mesh comes course it goes without saying,
from the AO map that would there will normally be an
exist in a PBR setup, we need element of overall AO due to
to "fake it till we make it". post process, depending on
Because AO adds such a how the artist chooses to
large amount of depth and render their piece.
shape dimension, it's important
to make sure we include it or
However this overall AO while
the piece will appear much providing good depth to the
flatter and less vibrant than we piece as a whole, doesn't do
intend. as good of a job as a baked
AO map to provide detail
Well painted light does a lot of shading to each individual
great work for a piece but if it object. Making sure to paint in
doesn't have shadows to AO shadows not only help to
contrast against, the light falls communicate form but help to
short and doesn't have the push those textures further.
2. Consider Textures
Because traditional hand texturing workflow of course
painting doesn't utilize PBR but in another form with hand
maps to help portray the painting, all of this information
intended effects, considering needs to be included in the
the effects the texture may diffuse and convincingly
contain or even the texture carried across.
itself is vital to telling the right
story. When mentioning texture Let's use meat for example. If
in this sense however, it speaks cooked, the outside could be
to the material the artist is crispy in some places, glossy
emulating whether that be due to oil, the inside might also
wood, metal, glass, meat, be glossy due to juice, there
bone, etc. could be some areas that are
very matte due to how meat
Next step is now incorporating can be after being cooked.
story to consider what texture
effects carry that story. This is
something done in every
3. Incorporate Light
This tends to be used more in section of highlighting over a
personal projects by artists as it larger surface area.
just isn't feasible to use in-
game but it looks fantastic Second stronger highlights
when done well and still is a either laid over the top or used
very viable way to practice on their own come from either
how light might interact with the material itself very
certain shapes and colouring. reflective or the light is
The way of incorporating light catching the material at such
that is seen pretty much every an angle, it would create a
time hand painted work is harsher highlight. The second
encountered is of course, tends to be found a lot on
highlights. This tends to come metal, edges of grain like
two fold, depending on the wood, glass, water or high
look the artist is going for. A gloss materials.
much more diffused light or
diffused material but still
containing some sort of light
reflectively, will have a softer
Introduction
There are multiple different implementation and use cases for ambient occlusion, we have the texture version and also the in engine
implementation.
1. What is it?
Ambient occlusion is a way to This was first introduced as a
simulate surfaces that are post processing effect by
close to each other and cast Crytek, but it can also be used
shadow a little shadow that as a texture to simulate the
really grounds elements same effect but more
together. Usually this small localized.
shadow is really tricky to render
(we are getting closer to get
good results tho!)
4. Texture implementations
If we have highly detailed All engines also come with
objects we can also bake material implementations
these Ambient Occlusion where you can add the
shadows down onto the Ambient occlusion into it
textures to replicate the effect should you want too.
within our textures. This is
especially useful for smaller
details that rely on fine
variations.
Introduction
Most of the time when we deal with textures we only see them when we apply them to textures, but we can also add them on a
world basis too if we want them too, allowing us not to have to worry about the texture lining up between different meshes that are
close to other. But there are also other great applications of this...
4. Some examples
Some example use cases Don’t let that limit your
where you can find these tricks imagination, you can use this
are when you want to have a for your textures but also for
nice gradient of color going your masks like in the grass
over your grass, have a bunch example, think outside of the
of cliffs or walls that you can box.
add onto a spline or over
multiple meshes without having
to worry about your tileable
textures or UV's linking between
different meshes.
Introduction
Master materials are a powerful way to create a reusable material for multiple assets in your scene. These are also more performant
and quicker to make then to setup a new material for every asset in your scene. So let's have a look at how we can set these up for
our scene.
2. Creating parameters
We can create them by in pretty useful, allowing you to
most cases right clicking on the separate all the parameters in
node and selecting "Convert different sections. Trust me this
to Parameter". is going to be really useful
making more elaborate
materials.
Name: Pretty self explanatory,
just put the name of the
Parameter here, this is also how Values: Allows you to set the
it will show up in the Material default value and the min/max
Instance. values for the given parameter,
this limits the use of the
parameter.
Group settings: These are
3. Texture Parameters
Textures can also be turned Then once you have these
into parameters, opening up a different material instances, all
whole new side to this, you can you need to do is drag in your
have a master material that new texture maps slots and
allows you to control the you're good to go!
damage on your assets. Then
have different texture maps for
different assets, and so you
don't have to create new
material, just material
instances.
Introduction
This is building on the previous Tip of the week on "Master material Basics" so check that one out before reading into this one.
Material instances are really useful for creating quick variations without making the same material over and over again, we can
setup parameters for everything that you don't want to make over and over again.
1. Material instances
Material instances allow you to parameter in the master
access all the parameters material this will automatically
setup in the master materials, propagate to these instances
they also act independently too.
from each other.
This allows for a ton of creative
This means you can have two freedom and ease of use in
material instances using the any scene. Cutting down on
same master material but have the boring redo work that you
completely different most of the time have to do
parameter values. And if you with any scene.
need to change any
Introduction
This entry will focus on some of the hotkeys that can be used inside of the Materials editor inside of Unreal Engine. This will really help
you speed up the material creation process inside of Unreal Engine.
1. Section 1
Parameter (S) Adds different vector values, so
Probably my most used hotkey, 1 is an integer and 2 to 4 are
this allows you to add a simple vector values going from a
integer value as a parameter. vector 2 to 4.
2. Section 2
VectorParameter (V)
This is just a quick way to get Multiply (M)
access to a VectorParameter Quick access to the multiply
instead of making a vector first node, which allows you to
and then right-clicking to blend two values together.
convert it.
Power
TextureCoordinate (U) This will take the first input and
This allows you to link to a multiply it with the “Exp” input.
texture that you have in the
content browser.
3. Section 3
Add (A) A nice little comment box to
Blend between two values, but clean up your material graphs.
adding instead of just blending
them. Divide (D)
Takes the first input and then
BumpOffset (B) divides it by the second input.
Also known as Parallax
mapping, this is essential to
give a fake depth to your
material.
Comment (C)
4. Section 4
Oneminus (O) This is to call the Material
Inverts the given input so for a function that you might have
simple example if you feed this made previously, if you have
5 it is going to put out -5. added one.
Material Hotkeys
Back to Table of Contents 114
Vertex Painting - 01
Introduction
Let’s have a look at vertex painting, this is one piece of a multiple edition talking about multiple aspects of vertex painting, this one
will talk about setting up the materials and some more general information.
1. Getting started
So, Let’s talk about vertex We can then use these color
painting, super useful for values to assign materials to
blending 2 or more materials them through the use of some
together, commonly used on nodes in the material editor.
terrain, but can be used on
meshes as well.
2. Basic material
So let’s dig into the material have the two colors as inputs in
itself, starting out with a simple the lerp, this will then allow us
blend. So let’s add two colors to blend between the two
and a “vertex color” node using the vertex painting
which will allow us to pick channel we chose (Red in the
we are going to use for example).
blending between the two
colors.
3. More layers
Now what if we need to have control other material
more than two layers? We can attributes.
just add another Lerp with
another color as input. When we go back to test the
vertex painting we can now
Now that we have three colors see that we need to use both
and two lerps we need Red and Green channel
another channel from the instead of only the Red
vertex color node to allow us channel.
to blend between them all.
you can use these inputs to
Vertex painting - 01
Back to Table of Contents 115
Vertex Painting - 02
Introduction
To continue this little multipager on vertex painting, we are going to continue with an example on how to use textures and blend
some puddles on the basic cobblestones, which should give you a good example to show what you can do with vertex painting.
1. Continue on part 01
As discussed in the previous colors, and for this we are
section where we went going to use some of the
through the introduction on existing content already in
how to setup and use the Unreal Engine.
basics of Vertex Paint.
2. Material setup
Albedo: Lerp between the value using the Alpha map
normal version of the pebbles and a parameter for the
(“T-CobbleStone-Pebble-D”) roughness value for the water.
and a darkened version of the
pebbles (to give it a look that For the normal of the texture
they are under water) we are going to move to the
next section.
Metallic: Blend between 0 (no
input) and 0.5 for the water
value.
Roughness: This is a temporary
4. Parameters
So then to help with quick “VertexColor” node, we can
iteration, we can go through see that we can paint in
the material and change all puddles on the texture on the
the values to parameters mesh (make sure that the mesh
which will allow for quicker has enough vertices to work
iteration time if you instance with for the VertexPaint to
the material. work)
Vertex painting -2 0
Back to Table of Contents 116
Decals - 01
Introduction
In this entry we will take a look at decals, how to set them up and how to use them in your environment. Decals are a useful way of
adding unique details to modular sets that rely heavily on tileable textures and cannot have build in unique details.
2. Starting out
So let’s have a look on how we let’s get to fixing that, if you
can get these working in our click the dropdown menu you
projects, first we need to grab can see that there is a section
a “Deferred Decal” asset from that is called “Create New
the “Visual Effects” tab in the Asset” so let’s create a new
“Modes” menu. Material that we will use for this
reason.
If we drag this into our level and
we look into the details menu of
that Decal we can see that the
“Decal Material” is empty, so
3. The setup
For this particular basic “Blend Mode” to “Translucent”
example we are not going to (which is going to pop up
take a deep dive into when changing the material
materials, we are going to stick ___domain). I just added a quickly
to the basics for this one. made Alpha Mask Texture for
the opacity slot and a simple
When creating a Differed color for the Basecolor input.
Decal material, you will need
to change things like the
“Material Domain”
to “Deferred Decal” and the
4. Usage
Now you noticed something probably going to be bigger
else, that the Decal is basically than graffiti for instance.
is a projection inside of the
“Box”, so scaling this box To adjust this you can just scale
influences the way the decal is the decal like you normally
going to be drawn. would or you can change the
“decal size” inside of the decals
This means that if you have details menu.
blood splatters or any thing else
that splatters on the
environment the box is
Decals - 01
Back to Table of Contents 117
Decals - 02
Introduction
In the second part of us looking at decals and how to use them Inside of Unreal Engine, this time we will look at an example use case
of decals.
Decals - 02
Back to Table of Contents 118
Master Material Creation - Part 1
Introduction
Let’s take a deeper dive into material creation in Unreal Engine, in this one we’re starting with a simple section of a master material
and then working our way up for it to be more complex.
Keep in mind that master materials and the nodes you use in them depend on the outcome you are working towards, so this is more
used as an example on how to set one up yourself and you should tweak it for yourself.
1. Texture samplers
Keeping it simple with this one, packing texture together to
we’re going to just grab all the optimism the sampler count of
textures and drag them into our materials. So instead of
the material editor, we can having a separate input for
then connect them to the metallic, roughness and
main material output, that Ambient Occlusion, since they
honestly the most basic for a are all black and white, we
material setup in Unreal. can pack them together in
one single texture. More on
that can be found in “RGBA -
Even in this most basic form,
we can already do some Channel Packing”.
optimizations, by channel
2. Making Parameters
At this point, our material texture samplers we added
doesn’t offer any options for before and then “Convert to
customization, this is where Parameter” give them a
parameters come in. suitable name. This will then
allow you to drag in
replacement textures in the
We can turn a lot of nodes into instance. Making this material
parameters, which makes usable for more than one
them adjustable once we instance. We just need to make
make a Material Instance from a new instance for each new
this Master Material. version of the material we
need.
So just simple right click on the
4. Adding a Tint
Now to round this section off multiply before it goes out
we can add one more bonus towards our main basecolor
thing to our material and that is output. And then we can use a
to add a tint to our material, Vector 3 (Which will just give us
this allows us to add a color) as a color on top of
differences between materials the main color.
even if they use the same
texture. However, this is a simple
approach and can look weird
For this we need to go to the because it affects the entire
basecolor section of the material, so best to keep this
material and simply add a subtle.
Introduction
Let’s take a deeper dive into material creation in Unreal Engine, in this continuation of the series we’re going to be diving a little bit
deeper into the master material creation process by adding a hue slider, adding normal strength controls, detail normals and look
into switches which can help you optimize your materials.
2. Normals Strength
Let’s move over to normals we turn this up too much then it
again and add two new things becomes weird, so let’s limit
to this section. First let’s add the range of this effect by
the option to reduce or limiting the inputs to -1 to 1 in
increase the strength of the the input.
normal map we’ve added.
Now we can’t go higher or
Look for “Flatten normal” node lower than these numbers.
and add this behind the Useful for limiting any effect
normal map we’ve added. you need to limit.
3. Detail Normals
A detail normal map is used to Instead of using a normal blend
add an additional normal map we looks for “Normal Blends”
to our mesh to give it the look for our case we’re going to be
of it being more detailed than using
it actually is by adding smaller “BlendAngleCorrectedNormals
details. If we’re blending ”, this combines the information
normals together we need to of the two different normals
be aware we can’t just use a together.
normal blend, as the colors
need to be accurately be
blending together to retain the
normal information the lighting
needs for it’s calculations.
4. Switches
They allow us to control detail normal combined as a
sections of our material by second input we then get
being able to set it to active or control over which section of
inactive through a checkbox code we want to use through
we control as a parameter. our new “Use detail normal?”
parameter.
So let’s take the previous
section for example, by adding Which also highlights that it’s
a “Static Switch Parameter” good to set these parameters
node here and then using the up as a question so you know
base normal map for the first what it will do if you tick the
input and then the base and checkbox.
Introduction
Let’s take a deeper dive into material creation in Unreal Engine, in this continuation of the series we’re going to be diving a little bit
deeper into the master material creation process by more control for our roughness section, dive into material functions and apply
some parallax occlusion mapping.
1. Roughness Controls
I love to be able to control the want to add or subtract from
roughness with some manual them. Lastly, let’s make sure
inputs. these values stay within
reasonable bounds by
clamping the values between
So for this let’s go to our 0 and 1.
roughness section and add a
contrast node with a
parameter for control, this Making sure that no matter
gives us control over the how far we push the
contrast. Then we add an parameters they will be within
“Add” node, this gives us reasonable values.
control over the values if we
2. Material Functions
We can see that all of this function as an example.
becomes a little unwieldy, so fix
that with Material Functions. These material functions
These are groups of nodes that become a separate item in
we can reuse between your content browser which we
materials and condense mess. can drag into other materials if
needed. If you don’t want to
So for this example let’s take a reuse these material functions
look a the setup we just made you can also select all the
for example, we can combine nodes and “collapse nodes”
all the nodes we made for our turning all of them into one
roughness control into a node.
3. POM
I still had a parallax material OBJECT (These are different
function lying around so I can from normal textures). Then we
just easily drag that into this can control how “deep” we
material and connect it to the want to effect to be with the
UV’s for the object. Now all I Height Ratio and how
have to do is to change the accurate it needs to be with
input texture parameter to the min/max steps.
map I actually want to use and
I’m good to go. As for the More in-depth information can
parallax node itself, this effect be found in the tips and tricks
will fake depth bake on a PDF that has a page all about
heightmap, so you will need to this setup.
add a Heightmap TEXTURE
4. Organization
Two final things that I wanted And the last thing, This is a
to mention for this series is that good example of a generic
you can continue organizing case for a master material,
this materials and it’s however, you will probably
parameters into proper groups want to create other master
(seen on the left if you select a materials for different
node). This makes it way easier applications. Such as one for
to find all the parameters you Foliage, one for rocks, terrain
need by being able to look for and more. This is where you
the groups first. can pick and choose what you
need. So start building your
own!
Introduction
Some great things can be done to improve the work you are doing inside of Unreal Engine, so for this little breakdown we will be
looking into the different things you can do to improve the camera. Set some really smart hotkeys and even help you out with your
compositions.
Introduction
Let’s have a look at a seemingly small little checkbox that might seem harmless, but this one cost me a couple of hours of balancing
and tweaking channel packed textures because they were looking different then I expected, let’s dive straight in!
2. The difference
So you can clearly see the A good rule of thumb is that
difference between this option whenever you have a texture
being on and off in the that doesn't need any color
comparison above. The image information at all, then you
on the left is with sRGB need to turn off sRGB or
“enabled” and the right is with change the texture
sRGB “disabled”. compression settings to
“Masks” (Which will do just the
The option is basically a tickbox same).
to make the texture gamma
corrected or not, and
obviously this is not
something you want on masks,
etc...
3. Changing settings
Knowing that we can store
useful materials and blueprints
in this manner I have found it
useful to create a mini-library
for bits of blueprints and
materials that I use often.
Introduction
This is basically one of the first tips that I did but I never took the time to translate it to the new format as the format back then was so
different, but it remains a handy tool if you want to adjust multiple parameters on assets, so let’s dive in!
3. Property matrix
Lets dive into the tool itself, you with a different normal
can see that the interface itself method, combine different
doesn’t look pretty, but it meshes and more...
doesn’t need to be because
it’s powerful the way it is. The thing that up until this point
I have found the most
Some of the things we can see interesting is the adjustments of
in here are options such as the lightmap resolutions.
Lodding groups, Lightmap
Resolutions, if you want to
import it with an offset, import it
4. Limitations
However, the thing that seems And there might be some other
to be the most interesting to more specific stuff that is
adjust is missing in this list and missing form this list but I
that is the material that the haven’t personally
assets are currently using. encountered others yet!
Introduction
An essential step in the production of environments in Unreal Engine is the use of quick iteration and reuseability.
Material parameters help in both aspects and will greatly allow you to speed up the iteration time of materials because you can
always see changes on the fly.
1. Converting a parameter
Go to the content browser and parameters,
create a new material. Once for instance if you do this for a
inside of the material, create texture input, you get a texture
an constant value (1 + left click) selection menu as a
and right click the node to parameters in the instanced
“convert to parameter”. material (see step 3 & 4)
Material parameters
Back to Table of Contents 126
Texture Tiling
Introduction
Texture tiling is something that is super simple to setup but allows you to adjust the tiling of tileable materials on the fly through the use
of this setup and exposing the values as parameters, let’s have a look!
3. Uniform or stretched
As mentioned the previous though, if we just add the value
setup doesn’t allow for easy as before we get a uniform
access or adjustability. scale.
4. Parameter setup
This setup is nice but still feels a we need to make a material
little bit of a burden and not instance so that we can get
that friendly in it’s use. access to these parameters.
Texture Tiling
Back to Table of Contents 127
Parallax texture setup
Introduction
Let’s have a look at parallax textures and materials inside of unreal engine, these are really useful for simulating depth but do not
work all that well when used on assets you can see from all angles.
1. The difference
You can see the difference So let’s have a look at the
between a parallax texture (on material node breakdown.
the right) and a normal texure
(on the left). The main different
is going to be the added
depth that the texture has,
which is what a parallax
material does.
Introduction
This week we are looking into a neat tool that will allow you to setup your own little automatic screenshot tool. I found this when I was
looking around for some cool tricks to share on a blog by Thomas Harle which can be found here and will be linked in the blog post
itself http://www.tharlevfx.com/unreal-tips-and-tricks/
1. Setting up camera’s
First, we need some camera’s by pressing (1 to 0).
to actually render out the
images and angles that we Once we have these setup, we
want. can then add camera’s to the
scene go to the angle you
What I always use is to save the want with the hotkey and then
different angles to different “snap object to view”.
presets that are available
through CTRL+(1 to 0) to save
the current viewport to that
hotkey, you can then recall this
2. Level sequencer
Time to put them into action by camera you would want to
adding a new level sequence, add. The camera is now in the
which is a timeline where you sequence, but we still need to
can add things like camera’s, add it to the track, do this by
animate their position and clicking the little plus in the
render out video’s. camera cut section.
Make sure that before you do
Then in the sequencer we can this that the red line is on the
add a track in the top left right frame because it will add
corner, select “actor to it here.
sequencer” and add the
3. Screenshot event
For this we need to add an event keyframe we can
event track first (top left corner rightclick, go to properties and
“+Track”), this will allow us to start adding our event (which
assign events to keyframes in are called endpoints).
the animation. Adding the
event can be done through This will open a new window, all
setting the current frame and we need to do here is link the
clicking the + in the event input node that’s there to an
track. “execute console command”
with “Shot” in the command.
Now that we have a little
Introduction
This week we will have a look at some of the transformation and snapping tools that are available inside of Unreal Engine. This will
help you get the most out of making modular kits and speeding up building levels with them as well.
3. Vertex Snapping
We can also snap using To activate this option you can
“Vertex Snapping” which then simple hold “V” and then
shows up with blue dots across select the vertex you want to
the mesh, so vertices are snap to
needed to snap to.
Introduction
This entry will focus on some of the hotkeys that can be used inside of the Materials editor inside of Unreal Engine. This will really help
you speed up the material creation process inside of Unreal Engine.
1. Bookmarks
If you have that nice camera
angle and don’t want to lose
it, just press Ctrl + 1 (up until 0)
as your hotkeys to save the
current camera angle under
the current number you
selected.
2. Switching bookmarks
You want to switch between
them using the corresponding
keys to where you saved them
so that means 1-key is going to
correspond to the one you
saved using Ctrl + 1, etc...
3. Replacing actors
Having a nicely placed asset
but need that different mesh in
exactly the same place? Use
the “replace selected actor
with” function to swap out the
current asset to the new one,
the only thing is that it only has
the most recent assets in this
list.
Introduction
We will have a look at some of the Foliage tool tips that will be useful when using the tools to spread foliage or other smaller meshes
around in a scene, can also be really nice to spread other natural stuff around, like rocks and other stuff as well.
1. Foliage mode
Let’s have a look at the Unreal dragging and dropping an
Engine Foliage tool, which can asset from the content browser.
be accessed through the
“Modes” panel and then
clicking on the 4th tab.
2. General settings
Now start to adjust all the
different pain settings, the filters Select and Select Lasso, which
specifically are really useful, allow you to select specific
allowing you to only paint on a areas of foliage.
certain type of mesh.
Paint bucket, which is really
You can also see that there are useful for laying the base level
other types of different modes, of foliage and then moving in
such as Reapply (allows you to to add specific kinds of foliage.
adjust parameters on the
already painted area.)
3. Individual Settings
Let’s have a look at the settings that can still be
specific settings, these can be adjusted, so experimentation is
accessed by clicking one of key in this step.
the assets that you added in
the little preview menu below. Additionally, you can influence
A good way to start is to give the performance of the foliage
each asset variation in scale by setting a cull distance and
(Scale X) and alignment removing dynamic and static
(Random Pitch Angle) but shadows.
keep it simple.
There are a ton of interesting
4. Reapply settings
Made yourself a nice little In this tab you can notice that
patch of foliage and want to you have the same settings as
adjust the scale or density? you had in the paint section,
Just use the “Reapply” tab. the nice thing about this
section is that it allows you to
isolate specific settings to
reapply.
Introduction
Contact shadows have been here for a while now (since version 4.14), but not that much people know about it or use them. They
are a great way to add visual fidelity to a scene by adding a more accurate approximation to shadows with dynamic lights.
3. Shadow settings
The settings for these kinds of this is based on the screen, so
shadows are super simple meaning that putting this to 1 is
though, you can just set the going to cast a ray across the
distance of the shadows. The entire screen, where 0.5 only
only option that you have is half and so forth.
changed it from screen
spaced to world unit based.
4. Remarks
Contact shadows are really specific for people that use
nice visually, but as most dynamic lights because baking
people tend to use the static shadows will be accurate as
lightmaps that get baked long as the lightmap resolution
inside Unreal Engine which allows for it on static objects/
includes these more minor lights.
shadows.
Introduction
This time we will look at an interesting way to scatter objects in your scene through the use of simulations inside of Unreal Engine.
4. Converting to mesh
After the simulation is done, Once this is done, you can
and all the meshes are done enjoy the scattered meshes in
moving, it's time to convert your scene!
them to static meshes using the
"K" key or rightclick the assets Happy scattering!
and go to simulation > keep
simulation changes.
Introduction
There are a lot to learn when it comes to Unreal Engine, and customizing the way you use the program is and should be a thing that
look at at a certain point. We will have a look at a smaller section of that today, talking about changing thumbnails, using colors,
searching through using syntax and favoring folders.
2. Saving colors
When working with these colors You can even create your own
using the color picker, there is themes in the color picker to
a neat little trick that you can make it easier to pick them
do. Dragging and dropping going forward. To do this you
the color in a little bar on the need to click the little
top bar allows you to save the dropdown menu and either
color that you have selected. duplicate or make a new
theme, to add, remove or
move colors within this theme
you can just drag them to
where you want them to be.
3. Editing thumbnails
Another neat little thing you Doing this will give you access
can do is change the to rotate/move/zoom the
thumbnails from the assets. To thumbnails, giving you a better
access this you need to click view of certain assets.
the options menu and go into
thumbnail edit mode first.
4. Using filters/favorites
For making searching a little bit More commands can be
easier you can save your found under "Advanced
searches inside of the folder Search Syntax" on the Unreal
structure, so you can always Engine site.
go back to this filter. To do this
you need to fill in the stuff you
want to search for so for Another thing that is a good
trick to use is favorites, you can
example everything under a make any folder or even assets
certain triangle count for a favorite, doing this will make
example: Triangles >= 1500. these assets or folders always
pop up in the favorites tab!
Introduction
Collections are a feature that allows you to store whatever you have in your project in separate folders, making it super easy to find
those assets that you are looking for, especially on larger projects.
1. Collection Introductions
Collections are normally meant In bigger projects with multiple
to be used in collaboration on people you would put them on
big projects, especially on source control and share them
projects where you have a with other people, I can see
massive amount of assets to this being really useful even
work with. But I've found them though I haven't used it that
really valuable for finding much myself.
assets really quickly and you
don't want to change or go
through your folder layout.
3.Adding Assets
When adding assets we can pretty great to further
just simple drag and drop the personalize them, or maybe
ones we want into the have collections of static
collection or we can add them meshes that have the same
by ticking the box on the left of color of something, you can be
your newly created collection, creative!
or adding them through the
right-click - Collection menu. You can check the status of
the collection by hovering over
Additionally we can recolour the small colour icon to the
the collection to any colour side of the collection and it's
that you would want. This is name.
4. Removing Assets
To delete assets you need to Again, if you want to remove
remove the assets through the them we can also click the
collection system menu tickbox left to the collections
instead of just normally system and this will do the
removing them. If you were to same as going through the
remove them like you would menu's
you will delete the asset.
Introduction
As you might have already noticed, a lot of the time baking is just problem solving with a healthy dose of thinking ahead, so in this
entry we will look at some of the common issues with baking and how we can resolve them.
2. Project Settings
This seems like a smaller
change to all the things you
need to worry about, but it's
more about the feeling you
get when working on a bigger
project, you just come home,
sit down open Unreal and then
you still have to load into a
different map before you can
get started. Let's remove this
annoying little step!
Introduction
This time we will look into this neat little trick that can help you send over some smaller files to people and speedup the iteration time
between people if you aren’t using any form of source control (like github for example allowing you to publish thing to a server and
then grab those changes).
1. Usefulness
This allows you to copy and same manner as well.
past bits or entire materials to a
text file. You can also do this
with blueprints as well, allowing
you to quickly save and share
important bits of materials and
code.
2. Nodes to textfile
MODELING
Hard-surface: Organic:
3DS Max and Maya are When looking at making
probably the most know or organic models the first one
typical 3D softwares used in that comes to mind is Zbrush
most modelling pipelines in known for being an innovative
studios. Blender is good sculpting program and really
example for a really solid nice for retopping and
upcoming 3D package with optimizing your meshes. Some
integrated sculpting options other programs such as Blender
and an increasingly interesting and 3Dcoat, but as of writing
toolset with a strong supporting this, Zbrush is still the most
community offering a bunch of known program. There are
plugins. Other options can other programs like speedtree,
include Modo ,Sketchup ,etc... tree-it, etc... that are suited for
3. Making as assetlibrary
Knowing that we can store
useful materials and blueprints
in this manner I have found it
useful to create a mini-library
for bits of blueprints and
materials that I use often.
Introduction
Collisions are those invisible things that define the rules when it comes to if that object will collide with another object or not. So
today we will be diving into some rules and a little on how to set them up too.
4. Implementation in Unreal
All the assets you import into But we can also do this by
Unreal Engine will come with setting it up in the modelling
their own collision already package you are using, by
setup, but for some assets this making a shape and then
might not work for your giving it a prefix based on the
purposes. So you can go into shape of the collision. Some
the asset and add your own different prefixes are UBX (box),
collisions to the asset (using UCP (Capsule), USP (Sphere),
"Collision" and selecting the UCX (Convex objects)
shape of the collision you
want).
Collision overview
Back to Table of Contents 139
Light debugging viewmodes
Introduction
Today we're going to have a look at something that is more relevant to an actual prodcution environment where you need to keep
performance in mind, and that is what is relevant to look at when debugging lights in your own scenes.
So no more eyeballing if it is
4. Lightmap density
When working with static or For this you are aiming for a
stationary lights this is nice green across the board, if
something you will definitely be the colors go towards the blue
using to calculate and that means that the texel
doublecheck the scale of your density is on the low side, so
lightmaps, on which all the upping the lightmap resolution
lighting information will be for the asset would fix this. If the
bake down onto, so definitely colors go to the red, then you
need to check if they are might want to lower the
setup right. resolution of the lightmaps
instead, saving you those long
baking times and giving you
clean results!
Introduction
The panner node is one of the most useful nodes in Unreal Engine when it comes to creating nice movement effects inside of some
materials, it's super versatile for a lot of different effects.
2. Basic implementation
If we look to the graph on our connect them to an append
right you can see the panner node and then onto the
node directly connecting to panner node attached to the
the texture sample node, we speed connection.
can then open up this node
and change the speed of the More information can be found
panning effect itself. As in the material instances
mentioned in the previous step section in how to set them up.
we can add a couple of nodes Or looking at the weekly tip
to the setup to make it work from Blog #012
with Material instances and
control the speed in real time
by adding the two Parameters,
4.Example : Embers
Another different example If again, we want to push this
could be the usage of this effect further, you can use a
same sort of effect for glowing sine node to multiple this
embers, using a cloud texture panner emissive opacity with
(which you can simply to create some additional
generate in photoshop) if we flickering, obviously with some
then attach a panner node to adjustments.
this cloud texture and use it to
drive the intensity with a
multiple node attached to a
color like seen on the right we
can get some interesting
glowing ember effects.
Introduction
This week we're diving into something that will really speed up workflows in Unreal Engine, this being good import settings. Specifically
when it comes to materials, this is going to be a shorter one then some of the other ones, but it's a really important one none the less.
Plus, this more simple example also allows me to do shorter and still useful tips too :D
1. Before we start
Using FBX as our export format Consistent naming
Unreal Engine uses the FBX The main thing to check here is
pipeline, so this is what we will be doublechecking that the
using as our import format into naming of the materials is
the engine. Also make sure that consistent between the materials
it is FBX2018, other versions might that you have setup in your
cause incompatibilities. modeling package and how it's
called in Unreal, it will look for
that specific name.
Setting up materials first
2. Importer options
FBX Import options Search ___location
Introduction
Looking to get some quick destructible meshes inside of Unreal Engine, then let’s look into how you can use the fracture tool to
create some destructible pieces from the meshes you feed it.
2. Converting meshes
When restarting Unreal Engine Now if we want to convert a
we can can now see that the normal mesh to a destructible
plugin is active if we go back to mesh, we need to right click on
the plugin menu. the mesh we want to convert in
the content browser and click
“Create destructible mesh”.
3. Fracture settings
Once we click the “Create is because we need to process
destructible mesh” a new it first. We do this by pressing
menu will popup. “fracture mesh”.
Introduction
Mesh distance fields are becoming more important when creating bigger scenes where you want to have representation of
dynamic AO, Global illumination and Shadows on static meshes. And have become even more important with UE5 and Lumen. So
let's dive into what they do, how to get them and tweak them too.
3. Tweaking them
The main tweaks we will be If you need a more specific
making here are by going into mesh in there tho, you can
the individual mesh settings always import your own. And
and then under "Build Settings" for smaller or thinner surfaces
we can find "Distance Field you can always tick on the
Resolution Scale" which is the "Two-Sided Distance Field
main thing we can adjust to Generation" on, but this goes
make the distance field more come at a significant
accurate, but there is a performance cost.
limitation of 8mb per asset or a
resolution of 128x128x128. But
for most usecases that should
be more then enough.
4. Other implementations
Foliage assets can also make Global Distance Fields are also
use of this, but they are usually something that gets generated
more expensive compared to with the initial generation of
normal assets because foliage Distance Fields which are a
relies on smaller and often thin cheaper version and thus
surfaces, so needs "double allowing you to use it for
sided field generation" and you everything, but I will leave this
can also enable this "Affect for the more technical minded.
Distance Field Lighting" on
individual instance setting in
the foliage tool too.
Introduction
As an Environment artist you will also be in charge of creating collisions for your meshes too, but usually there are multiple purposes
for when we need to do them and they all have different or even multiple usecases.
4. Specific setups
Each game can deviate from detailed as a first person open
these settings and use collisions world game.
in a different way, depending
on how accurate they need to So make sure to always test
be and how close the camera your collisions in the game
will be compared to the assets
that will be colliding with each itself, to get a good idea on
how they will be used and
other. might need to be tweaked as
well.
For example in a top down
strategy game the collision
Planet Coaster in-game image
setup doesn’t need to be as
Introduction
If you having issue with manually updating all the assets in your scene it’s time we look into the following options for optimizing the
workflow to allow you to do more and quicker iterations.
2. Import settings
If you prefer doing it the old We can just use the reimport
fashioned way or have setup a feature, which just updates to
scene already, there are other the newest version of the
ways to speed up the exported fbx.
workflow, instead of going to
the folder or looking for the
asset.
3. Reimporting
When using the features above Normally when you have setup
it is important to have logical your Maya output folder for the
pivot placements for all the meshes, Unreal should
assets that you create, this automatically detect these
helps you greatly when changes and update the
updating a scene or updating assets accordingly.
a blockout.
4. Pivot setting
Another important thing is that A simple example is seen on
when you adjust your mesh in the right where you can clearly
your 3D program you don’t see the pivots being in the
change the name for the center at the bottom of the
assets, if you do so it is going to grass meshes.
create a new one instead of
overwriting the previous version
of the chosen asset.
Introduction
Today we’re diving into depth of field, a really good way to pull attention and focus to a prop and give a nice sense of depth to
your scene in general, while specific to certain scenario’s it can really enhance the feel of your renders.
1. Overview
Depth of field is a good way of Foreground, Midground and
emphasizing the depth of your Background layer.
scenes, it will blur and reduce
the noise in the area’s that are It can also be used to give the
out of focus, which in turn pulls picture a different feel, like for
extra attention to the area that example if we look at tilt shift
is in focus. photography which gives the
impression that you’re looking
Which is also why I personally at a miniature world.
love to use it, it’s amazing for
dividing your artwork in But let’s dive into some of the
different layers. As in settings first
2. Focus point
Let’s start with the easy one focus and then also check the
first, the point of focus for the distance by pressing the “Draw
scene, in camera’s this is debug Focus plane” so you
usually done by focusing can check if the focal point is
manually or automatically in the right spot. To make it
depending on the camera or even easier you can also pick
lens you have. It’s way easier in the asset you want to focus on
Unreal Engine though. by clicking the little
eyedropper symbol by just
clicking it.
In Unreal Engine (or other 3D
programs) we can just set a
distance at which we want to
3. Aperture
The aperture on the camera means more camera blur (or
controls how strong the depth depth of field).
of field effect is, the camera’s
in Unreal Engine mimic the real However, compared to real life
world effects on camera’s, where you need to adjust your
where the aperture controls exposure values you don’t
how open or closed the shutter need to do that in Unreal
on a camera is, which controls Engine.
how much light can enter the
lens area.
4. Some issues
TRANSPARENCY ISSUE HALOING ARTEFACTS
Introduction
This allows you to copy and past bits or entire materials to a text file. You can also do this with blueprints as well, allowing you to
quickly save and share important bits of materials and code.
Introduction
Painting foliage on a landscape is a time intensive thing to do, especially when you want to make changes on the fly once you’ve
carefully painted foliage already. So today we’re looking into using procedural spawning to help you scatter foliage quick.
IMPORTANT LIMITATION This functionality doesn’t support height field meshes, so it’s great for smaller assets that don’t need more
detailed lighting, but doesn’t work for larger meshes such as trees since they wont have correct Global illumination or Ambient
Occlusion.
1. Overview
This technique consists out of 3 the container that holds all the
elements working together to assets which will be spawned
add procedural spawning to with this system.
your landscapes.
“Landscape grass output” this
“Landscape Layer Sample” node acts as a link between
which will be the link to your the above, so it will take the
landscape layers, so if you landscape layer input and
paint the one you specify it will then spawn assets from within
add meshes to it. the selected “Type” on top of
it.
“Landscape Grass Type” this is
Introduction
Humans have this natural connection with the rule of thirds and nice transitions between elements, so this is where we come the the
rule of three's, a technique that I've been unconsciously using for a long time but have recently discovered the name for.
3. Medium shapes
Let's take it one step lower gap between the really small
down where these shapes and the bigger shapes in your
come as the first step as environments. Most of these
blending the big shapes with come in the form of rocks or
the underlying base terrain. solid objects, as bushes and
These shapes can also be used plants can cause issues with AI
as objects of cover in a lot of still seeing you through them
games where as the big (and shooting through them as
shapes are a bit too big for well) in some games.
that.
4. Small shapes
Don't underestimate these! really help reinforce the story
They do make a huge telling.
difference in your
environments and not only in Tiretracks in the mud?
this example for the blending Someone must have been
with the terrain. here recently with a vehicle. A
trail of blood between crushed
These can range from small patched of grass? This is the
decals, to pebbles, smaller trail that my prey took on my
plants, etc.. They might seem hunt. These can add so much,
small, but they add a ton to so use them with good
the environment and can intentions.
Introduction
A good way of speeding up the process of being able to dress-up large spaces is by creating groups that can be reused. But how to
do so in a good way is something that might take a bit of practice.
2. Converting to blueprints
Is actually pretty Components" will strip other
straightforward. Before digging blueprints into it's components
into that tho, we need to go to where the other options won't
the menu above on the do so.
toolbar under "Blueprints" and
then select "Convert to Once we have these blueprints
blueprints". is that once we do adjustments
in the blueprint these changes
Now this is where we get to will propagate live to other
option to where either we blueprints already in your
want to harvest the scene.
components or not, "Harvest
3. Adding variation
Once we got some base blueprints to create some
blueprints setup it's also super collections if needed too.
easy to just duplicate it and do
some changes to make it look However do be careful by not
different to the other ones. making to many of these
individual blueprints and keep
When making these groups try them usable for larger set
to think about them as dressing, smaller set dressing
modular pieces, where you can be done individually.
want to create small, medium
and large groups so that you
can combine these different
Introduction
Trees in games can be quite a technical and complex asset, since they are usually really dense in geometry, you usually have a
whole bunch of them and you need to keep it all within budget as well. So this time we’re going to be diving into a high level
overview on how we fit all of them in budget.
3. Billboards (LOD 4)
Now we’re standing really far These 8 sides will then be
from the tree. At this distance baked onto one texture and
we can get away with some when you as a player walk
really magical stuff. around the tree it will sample
and blend between a different
section of the texture
At this range we usually bake depending the rotation of this
down the texture onto a plane plane is facing towards the
and let that follow the camera player.
of the player, but you might
think that it would look weird?
And you’re right, that’s we’re And if we want to make this
some of that magic comes in. more or less detailed we can
We don’t just bake one angle capture more or less angles of
of the tree down and add that a tree, it’s magic!
onto the plane but we take
multiple angles of the same
tree. Let’s say 8 for example.
Introduction
LOD’s of (Level of Detail) are meshes that are used to improve the performance over distance by reducing the number of polygons,
materials and textures the further they are away from the main gameplay camera.
There are many different applications and ways of optimally doing LOD’s meshes, so we’ll keep it to a more wider overview of the
concept.
1.Geometry
The big change and most In most cases we don't have to
visually impacting if done do these by hand though, and
incorrectly is the change to the we can just run them through a
geometry, this meaning that if program like Simplygon that will
you can see the change in the do an automatic LOD creation
geometry happening that’s pass that is usually pretty
when your LOD’s need some decent, with addition control
tweaking, it needs to be as to change it per object basis,
seamless as possible. which is usually determined per
project.
2. Textures/Materials
Not only the geometry will get meshes to a simple color.
optimized over time though,
we also need to reduced the Since these meshes are only
textures/materials over visible from such a long
distance. So usually us artists distance we don’t need to
also need to take this into have expensive textures be
account (this might also be added to our memory pool
done automatically in cases). and can just replace them with
a color swatch and simple
But the way we optimize this materials, reducing their
step is by replacing the performance budget.
materials on the long distance
4. Vista Meshes
An interesting case for LOD’s That’s where “Vista” meshes
are Vista meshes, these meshes come in, these are special
need to be visible from a larger meshes, usually generated by
distance to serve as a player an automated process, that
landmark. will take your final LOD and
then do a quick bake of your
first LOD to a new unique (but
This also means that we can’t really small) material that is
really rely on culling them once then used to fake the look of
they are behind another mesh, something intricate on the
so we need to look for a horizon. As you can see in this
different solution. example from Fallout: New
Vegas.
Introduction
This time around we’re having a look at what exactly Occlusion Culling is, being implemented by most engines by default to
optimize your scenes/games and remove unused assets and free up resource budget.
1. Visibility Culling
Often referred as “Frustum In unreal engine we can
Culling” as it’s specific to the change the dimensions of this
camera’s frustum do decide frustum by changing the max
which assets it will cull or not. (far clipping plane) and
minimum (near clipping plane)
depth of the frustum.
This type of culling happens
when the camera viewpoint is
rotated away from meshes We can also visualize this by
and they are outside of the going to the advanced drop-
viewable space (frustum) of down and “show camera
the camera. Removing all frustum”
these assets to lessen the
amount of geometry data it
needs to calculate on screen.
2. Object culling
Object culling is the second either so this by using the
most important one. It console command
depends on the visibility of “FreezeRendering” this stops
meshes based on other the culling in its current frame
meshes in the scene, so if one and let's you go around the
asset obscures another asset scene looking at what's culled
then it won’t render that asset or not.
that’s being hidden.
In addition to this you can also
Some engines can have a use
specific input mesh specifically “r.VisualizeOccludedPrimitives
for the culling to help get some 1” to show the green
more accurate results in bounding boxes of assets that
certain scenario’s. are occluded currently.
3. Changing dimensions
Unreal engine uses both a box a result that doesn’t align with
and a sphere to do these the mesh itself.
checks within the engine, a
quick check for the sphere and Also, we’ve been focusing on
a more accurate test for the Unreal Engine, but some other
box. But you can change engines offer the opportunity
these after the fact by either to change the asset culling
going into the details panel for volume to a specific mesh that
the asset and changing the can be used instead, giving
bounding box per instance in a you a more accurate culling
uniform way or going into the result where needed.
mesh settings and changing
the positive or negative
bounding box settings for the
mesh.
Occlusion Culling
Back to Table of Contents 155
Hiding Parallax Limitations
Introduction
This is a small trick that is really useful for when you want to hide the restrictions of parallax occlusion materials, and maintain the illusion
that's it's not actual geometry.
1. Limitations of POM
When looking at glancing angles Examples of why you don’t want
at parallax you can really start to people be looking at the edges
notice the limitations of the fake or shallow angles of parallax
geometry effect you get when materials can be seen on the
adding POM to objects. right, that’s when you can start
to notice the stretching.
So games that use this technique
go through a lot of trouble to
hide these areas so that you
either never look at them. They
do this by either using it it in
places where you can really get
a good look at it at shallow
angles so it doesn’t break the
illusion or they hide it with other
meshes and always have the
parallax meshes obscured with
other ones that don’t use any
parallax.
Introduction
When building environments and landscapes you will often see that landscape sculpting and worldbuilding will go hand in hand.
Let’s dive into some stuff that will make your environments, locations and landscapes better than they were before with some tips on
how to establish world logic, use scale references and more!
1. Building heightmaps
Let’s dive into some more World Machine, which allows
general tips on landscaped, you to use nodes to build a
first starting with ways to build terrain texture.
heightmaps (black and white
textures that indicate height) This program also allows you to
There are multiple different export all the color information
programs we can use to build which you can then use to
up these heightmaps, such as blend different textures
World Machine, Terragen, together in Unreal Engine for
Houdini, etc... instance.
The most well know off these is
2. Scale references
Keep testing your environment of scale (although erosion
and running through it. This will helps).
always give you the sense of
scale you require to keep Continuously test your levels by
building your environment to a running around or adding
believable scale, because if some scale reference assets to
you build your heightmap in your levels like trees, rocks or
World Machine (as seen in the houses for example, these will
example above for example) really help you with giving you
back that sense of scale.
you don’t really get that sense
Introduction
As an environment artist you have a lot of tools to help people find their ways in your environment, most of these are coming from a
good composition and for this one we're going to see how we can reinforce this with some good terrain features. Let's dive into a
more general one first and then go into some specifics.
2. Points of Interest
Having bigger more unique lot of them in games you've
natural shapes in your played recently. These can
environment is also a good range from weird mountains, to
way of attracting the players/ stone arches, giant waterfalls,
viewers attention to a specific you name it!
point. Nature has some pretty
weird structures and shapes by
itself, so get inspired by it!
3. Empowering Exploration
Creating natural blockers Hiding and revealing locations
A trick that has been used in This trick can also be used on
countless games is to tease the vertical aspect by showing
something and increase a a large structure in the
sense of mystery by hiding it distance and then hiding it as
around the corner or blocking you go down into the foliage or
it by natural formations such as lower levels of the level. This
small slopes, rocks or foliage. has been used to great effect
Straight sections of road are especially by Naughty god in
just really boring to traverse, all their games.
especially for longer stretches
of time.
4. Micro Features
Paths in your environment Smaller ridges
Subtle details can really make Smaller elevation changes can
a big difference, pushing a also be used where the terrain
well worn path down a bit into allows for it, having smaller
the terrain will help lead the ridges can help guide the
player towards it. These paths player in a certain direction
by themself already create a with repeating shapes and
contrast between the textures again shape contrast.
used.
Introduction
This first part of a multi-parter on landscapes in going to dive into some of the basics of creating landcsapes inside of Unreal engine.
We will have a look at some of the more important settings when creating it, where to find it and lastly how to import your own
heiahtmaps!
1. Landscape mode
This allows you to copy and same manner as well.
past bits or entire materials to a
text file. You can also do this
with blueprints as well, allowing
you to quickly save and share
important bits of materials and
code.
2. Landscape settings
MODELING
Hard-surface: Organic:
3DS Max and Maya are When looking at making
probably the most know or organic models the first one
typical 3D softwares used in that comes to mind is Zbrush
most modelling pipelines in known for being an innovative
studios. Blender is good sculpting program and really
example for a really solid nice for retopping and
upcoming 3D package with optimizing your meshes. Some
integrated sculpting options other programs such as Blender
and an increasingly interesting and 3Dcoat, but as of writing
toolset with a strong supporting this, Zbrush is still the most
community offering a bunch of known program. There are
plugins. Other options can other programs like speedtree,
include Modo ,Sketchup ,etc... tree-it, etc... that are suited for
3. Importing heightmaps
Knowing that we can store
useful materials and blueprints
in this manner I have found it
useful to create a mini-library
for bits of blueprints and
materials that I use often.
Landscape introduction
Back to Table of Contents 160
Landscape sculpting
Introduction
The second part on landscapes will look a bit deeper into some tips on how to sculpt landscapes, for this we will dive into some of
the settings of the brushes and more, so let’s have a look!
1. Sculpting mode
This time we will dive into specified in Unreal Units so 1 =
sculpting terrain inside of 1m.
Unreal Engine, there are some
great tools that let you sculpt Brush falloff
your own environments.These The brush falloff, depicted by a
tips will help you to know which number from 0 to 1 where 0 is a
sort of thing you need to use hard brush and 1 is a soft brush.
for the correct end result.
Each brush has it’s own
settings, but let’s dive into
some of the more generic
settings first.
Brush size
The general size of the brush,
2. Sculpting settings
Sculpt Ramp
The basic sculpting tool, can A really useful tool to create
be changed to other things paths us mountains or straight
than a circle using alpha’s, sections between two points
different falloffs, etc... Erosion
Smooth Best to use on contrasting
Will smoothen the transition edges, such as mountain
between all the height ridges, this will simulate the
variations. transfer of soil between the
Flatten highest point to the lowest
Really useful for making point of the brush.
platforms and flat sections, or Hydro Erosion
even make angled flat Erosion based on rainfall, is
sections using the “use slope going to create the feeling of
flatten” option. pools of water collecting.
Landscape sculpting
Back to Table of Contents 161
Automatic grass spawning on Landscapes
Introduction
There's a way better way of adding grass to your landscape instead of painting it yourself, we can do so by also adding it
automatically based on the landscape layers that we will be painting like grass.
Introduction
Landscapes in games are usually quite restrictive in how many layers and textures it can use and the material itself can become
quite complex really quickly, but in this one, we're sticking with the basics and making a base Landscape Material for you to use in
Unreal Engine.
1. Basic overview
The basic setup is something We can name each of these
alike Vertex Painting Material layers individually and select
setups you might have seen the type of blending we want
where we use a node to blend for them individually from each
the different textures together, other which is super nice for
but in this one we're actually some nice transitions.
using a "LandscapeLayerBlend"
which allows us to do so with
multiple different textures.
Introduction
As an environment artists you might get in contact with landscapes at some point of your professional career or personal work, so
let's dive into it a little bit ad how you can make the most of your terrain sculpting ventures and how smaller additions can have a
big impact.
Introduction
We’re going to be looking into how to get displacement back into Unreal Engine 5, however, at the point of writing this is still an
experimental feature, so be careful when using this, it was pretty unstable when I tried first setting it up on my end. Let’s dive into it!
Introduction
Crucial for getting good looking foliage but can also be used on different materials too, for example curtains or icicles are a really
good assets to use them on too. In this one we're going to look into how to set it up and make the shader as well as an example.
1. Subsurface overview
Subsurface scattering will effect we do this with a mask
immitate the colours bleeding (grey scale) to drive how much
through thin objects when hit of this effect will be coming
by light. This is most commonly through.
seen on foliage, so if you look
at plant leafs they let through Then we multiply this with the
light, so SSS will imitate this strength or amount of SSS so
effect. we can influence the
subsurface on the mesh.
4. Shader example
For the simplest shader setup strength of the effect, you can
we can just use the texture into see how this can effect the
the Opacity slot and light shining through multiple
Subsurface color multiplied by layers of a mesh. We can also
the color. multiply this with a masks to let
the mask influence it.
Subsurface Strength: stands for
how strong the overall
subsurface effect is.
Introduction
Since I have started doing some tips about foliage this is a topic that we can't avoid, so let's dive into a bottleneck when it comes to
making foliage for games, this can be a major issue on performance when you have a bunch of foliage on your screen that uses
alpha masks. Let's dive in!
1. What is it?
Alpha overdraw happens you have multiple layers of
when the camera has to large alpha (opacity) textures
render multiple overlapping like the example we are talking
sections of alpha (opacity) about, Foliage. Some other
textures. examples are VFX of any type
of asset that deals with a lot of
opacity.
Alpha mask by itself is more
expensive to render because
the camera has to calculate On the right is an example of
which pixel is behind the one Overdraw, the brighter the red
that is currently see through, the more overdraw (and more
and this only gets worse when costly it gets).
Alpha overdraw
Back to Table of Contents 168
Blender foliage with particles
Introduction
Let's have a look at how you can use the particles inside of Blender to your strengths to quickly create foliage that behaves likes
ferns, hosta plants and other low bushlike foliage.
3. Particle settings
With that stuff in order, let's add one if you want to see
all this together, first we select something ;D )
the base shape that we just
created and add a particle Now let's add the collection as
system to it. our meshes to spawn. If this is
acting weird you might need
Next up we will change some to double check the rotation of
of the lifetime parameters to your leaf meshes and make
make sure that they generate sure that they are correct, for
on the right frame (1 for this this to work properly they need
example, this means that your to be aligned to Y+ (in my
timeline needs to be at frame case)
Introduction
So this time we are going to dig into making foliage that conforms to curves with the help of the curve modifier and the help of
arrays. This is super nice to work with hanging vines and other foliage that grows along vines or branches.
4. Limitations
Link menu
CTRL + L
To do some of the additional So for example if we rotate this
transformations to the meshes on the Y axis then we get this
on the curve we can attach nice rotation along that axis
an empty to act as our dummy and is going to give you this
actor for our array modifier. We nice effect.
can just add an empty cube or
anything else in that category, Before linking modifiers
doing this will attach the offset,
scale and rotation from this After linking modifiers
Introduction
Let's dive into some basics for modeling foliage, we will be having look at stuff like planning your UV's in early stages, what foliage to
model and more. This will be useful for starting out to create foliage for any of your scenes.
4. Adding refinements
To add some refinements we normal map texture through
can now start sculpting on top substance painter instead.
of the mesh we created. In this
step we want to focus on
adding small sections of
damage or larger additions like
an adjustment in silhouette.
Introduction
In this mini series I'll take you through the full creation process of creating grass for Unreal Engine, this is going to be a multi-parter. The
first section focused on getting good highpoly meshes that we can bake down onto a plane for our lowpoly meshes.
Introduction
In the last entry we made the highpoly grass collections that we will be using in these sections, so if you missed those look for "Grass
creation - Part One" in this collection. This time we're going to be working on creating the lowpoly meshes and preparing them to use
in a game engine.
2. Texture pass
Not going to spend much time individual grass strands.
on this pass to be honest, from
grass we can keep it pretty That should be more then
simple. The main things you enough for this section, you
need here are colors at the can take it as far as you
bottom that make sure they personally want. But also, don't
blend with the texture you will spent too much time here,
be putting underneath them throw something quick on
on the landscape. and then there first, we might be
maybe a slight gradient from adjusting the shapes later. Also
the bottom to the top of the make sure to export these
grass as well as slight color textures for the next step.
variations between the
4. Making combinations
We can't really use these flat make it as full as possible from
planes with a texture on it in every angle, also when looking
our final environment, we down on it, so make sure you
actually want them to feel as deform it along every angle.
three dimensional as possible.
So let's adjust them to make
nice little collections of grass
that are going to look nice.
Introduction
In this last part of Grass creation, we're diving into the material setup inside of Unreal Engine. Making sure that our shading looks
correctly on large sections of grass as well as implementing wind and how to paint the foliage.
3. Painting foliage
For this we use the "Foliage" together, so larger patches
tool, which allows us to drag in should be less dense and
assets and then let's us paint smaller patches more dense.
with them with a brush, super
cool! Scale: If you have build your
foliage to scale something like
Every asset you drag into this Min: 0.75 to Max: 1.25 is always
tab will have it's own settings what I try first.
that you can tweak.
"Foliage tool tips" in our
Density: Controls how much compilation can help you out
foliage will be spawned close more with this.
Introduction
So today we're looking into how to create color variation within unreal engine with a handy node from Speedtree that allows for world
based color variation. But we will also be diving into how it's normally done with foliage, maybe not on a world basis but on a more
local level.
Introduction
Since we’ve been talking about master materials and material instances for a couple of entries, so let’s dive into an example I use at
the moment to do all my foliage for my current scene. There are some minor adjustments I might make to it on the fly depending on
the workflow and need, so keep it that in mind.
All of the texture inputs are Then adding onto the For this example I'm using a Then lastly, let's get some wind
setup as parameters, this allows basecolor we can add world simple setup for the subsurface to affect the foliage as well, in
us to change the texture inputs ___location based color variation scattering, purely driven by the our case here this is driven by a
for different types of foliage, using the basecolor and some mask and then multiplied by
from grass to the ivy that I'm "SpeedtreeColorVariation" adjustment values. However, it's the vertex color. This gives us
using. The "Basecolor" used the node, allowing you to add nice to have a “thickness map” more specific control over
RGB channels for the actual more variation per instance in to help you give a more where the wind will impact the
color of the texture made in the world. For more information accurate representation on foliage. Then we multiply this
substance painter, the A(lpha) you can check out our how the subsurface would again with the control
channel is used for the opacity separate blog link on that topic. react to light. parameters for both the wind
map. Always try to lessen the "Weight" and "Intensity".
amount of texture samplers. Thinking about it now you could
We can add some additional A thickness map is something probably get away with only
control here if needed, like for that substance painter bakes doing the multiply on the
Then we have two texture example overlaying a new and if you have a good "Weight".
inputs one for Ambient color on top of the basecolor to highpoly with thinner and
Occlusion, Roughness and change it a little or even thicker pieces you can use that
Metalness. All channel packed desaturating it, but I choose to one straight out of the box, but Parameter recap
into one texture, technically to keep it pretty light here. you can also just make one
optimize it more I could add the based on masks too (or paint All off the above gives you a lot
wind influence map you see on one yourself). of control over the look and
the left to this texture but I feel of the bits of foliage you will
decided to make it a separate I like to built in some additional need for your scene. There are
input so we can toggle it on/off color control with a “Desat” a couple of expansion that you
easier. And another texture node.(you can go into the would do with adding more
input for the normal map, minus to push the saturation individual control over the color
which speaks for itself. too) And then finish it up with a for example with some
“multiply” to control the desaturation nodes if you want.
intensity of the subsurface
scattering.
Introduction
Let's dive into some of the basics when it comes to setting up your first lighting setup, which will usually be something like this simple 2
point lighting system.
The scene used in this example has more lights then two, but is still a good example for this kind of setup.
4. Additional information
These setups are really And lastly to reiterate, use this
common in Portrait as a base rather then the final
Photography, so if you want to product, each prop
get more inspiration, you can presentation needs it's own
always start and break down setup.
how they setup studio’s for
specific lighting situations,
which is always a good
inspirational resource for your
own lighting setup.
Introduction
This is probably my favorite way of talking about lighting, where you look at your object like a canvas and you deliberately start
painting with your light sources to make things stand out, so let's dive in!
1. What to highlight?
The first question you need to For most of your props this will
ask yourself when looking at be area's where you show off
your models or even your nice roughness variation or
environments is what do you spots where you have nice
want to highlight? Or in other transitions between textures,
words what are you as the those are always nice to
artist put focus on so people highlight.
will put extra attention to this.
4. Don't go overboard
There is definitely a drop off So if you got your fill lights (or
point where the more lights HDRI) then try to stick to maybe
you add the less they one or two lights to really pull
contribute to the lighting, you the focus towards places
don't want to add so many where you want people to
lights to your environment that focus on.
it's completely filled with light.
You need some contrast in
there!
“Light Painting”
Back to Table of Contents 179
Tonal values
Introduction
Today's tip will dive into a little bit of an expansion onto the topic of your tonal values in your art, which are the black and white
values of a piece of art, really distilling the information down to the core and just focusing on how tonally different they are.
1. Overview
Differences in values are an Tonal Values determine how
amazing tool in the artist's dark or how light something is,
toolkit that we can use to which also is a great way of
guide the player or the viewer separating different foreground
to points we intend to focus or midground an background
move towards. This usually layers.
works in tandem with other
types of contrast but for this
one we're focusing purely on
Values.
4. Some examples
Let's dive in and take a look at
and example here in how to
make things stand out. There
are multiple ways of doing so,
usually the lighter object is
surrounded by darker items,
but you can also flip this
comparison if you wanted to
as seen in these examples.
Tonal Values
Back to Table of Contents 180
Fake lightshafts in Unreal Engine
Introduction
Now that we discussed Baking it's time to dive into the next step and start talking about Texturing, but first we need to take a look at
the different maps that are used in the texturing process, so here we go, let's dive in!
1.Combining noises
In this first step we take a cone there are volumetrics floating in
shape and then start the air, to add to this we also
combining a couple of noises want to simulate movement,
in Unreal engine material which we do with the panners
editor using an RGBA Noise that you can see in the
texture that I made, these are screenshots.
4 simple noises added in each
of the individual channels for The main thing that is important
this texture that we can then for this step is keeping it subtle!
use for multiple applications,
but for this one I added them
to create a little variation in the
light, giving the impression that
2. Fading by depth
The next step is all about distance where this will blend.
cleaning up the edges, fading
by camera distance and by Now this is more an optional
distance of the meshes that thing but it gives you a nice
intersect with the volume, results with extra added depth
there is a lot to unpack here so and this is the depth fade
I can't really do a deep dive node, this will allow you to
into all the topics here. The soften up the result when other
pixel depth will give you the meshes are within this mesh.
depth of the scene based on But before tweaking these
the camera ___location so we parameters we need to add
divide this by 1024 (at first) and some more stuff!
this will allow us to change the
BeyondExtent
So when getting to lighting your environments inside of Unreal Engine there are some things you need to know about lighting itself,
because there are differences in the way that you will use and set them up, so let's dive into this.
1. Static lights
So first types of lights are usually Also, this information gets
used in types of environments baked down into lightmaps,
that need a bit more accuracy which is a just an additional UV
in lighting, shadows and Global (auto generated by Unreal,
Illumination. This increase in unless ticked off). So this is an
quality does come with the additional element you need
need to calculate where these to keep in mind, and need
lights will bounce around in the proper density for it to look
environment, which can take a good. But more on that in a
while with bigger future weekly tip.
environments.
2. Dynamic
Then we make the jump to lot of them in your scene.
Dynamic lights, these are the
opposite of static and can be Also there are some big
moved on the fly and the limitations on how the Global
"preview" is what you get. This illumination gets calculated
sounds great right? but hold on through a system called "Light
because these do some with Propagation Volumes" which
some downsides as well. First isn't the most accurate,
off all the limited amount of especially compared to static
them you can use because lights.
each overlap adds additional
costs, so this is where the red
cross comes from if you add a
3. Stationary
So now we get to the in However, this will only affect
between option, these the direct light and not the
apparently have the highest bounce light tho. Also this light
quality which is something that makes use of "Distance Field
I didn't really know either! But Shadows" which if enabled can
what makes these light special add to the resolution of the
is that like static lights they get lightmap and make this one
baked to the lightmaps. seem less blurry.
However, you can still change
the color and intensity of the
light on the fly.
4. Light parameters
So let's dive into some of the In addition to this on some
parameters we can adjust on types of light you can change
lights and add to some quick the source radius and length,
tips for this. Most of them really making it perfect for some sort
speak for themself, but the of tube lighting for example.
biggest impact on
performance will definitely be
the influence radius, the more
these overlap with other lights
the more expensive these get
either to render or to calculate.
Introduction
IES profiles are based on real world examples for lights and are stuff crucial in pushing the believably of the lights inside of 3D spaces,
especially for architectural visualization.
1. IES Profiles
IES profiles are used to change light that has different falloffs
how a light affects an and spreads the light differently
environment, mostly used in than other standard lights.
Architectural Visualisation but
can be useful to change the These profiles are based on real
light on any light for any scene. world values by different
manufacturers of those lights.
What they basically do is
change the way that the light
behaves from a normal
uniform light to a more realistic
3. Importing them
Once you got them your scene
downloaded you can import
them like you normally would That being said, you can
do into Unreal Engine. control the brightness for each
of the IES profiles separately in
If you have them inside of the the texture properties.
engine, I suggest that you
don’t modify them because
they are based onto real world
values, so using them as an
anchor for all the lighting in
Introduction
Rectangular lights are perfect for certain use cases because they project light in a different way and are a bit more expensive
because of that. They are super useful for rectangular light frames, projector screens, tv screens etc...
2. Comparison
Let’s look at the comparison
between a normal Point Light You need to be aware that the
and the Rectangular light on Rectangular light acts really
the right. different depending on the
type of mobility you set it to,
The first thing we can see is more on that in the last section.
that the rectangular light has a
softer falloff, but you will also
notice that it still uses a normal
round falloff as a normal Point
light does.
3. Settings
Let’s dive into the setting for be different compared to
the Rectangular lights, this is normal lights is the Source width
really familiar to other light and Source height.
sources.
4. Light mobility
Static: Direct and indirect temperature is changeable.
illumination are both baked to
lightmaps when building Movable: With this setting, the
lighting. Fastest rendering, but light is totally dynamic. Most
no realtime adjustments. expensive to render, this allows
for correct shadows from
Stationary: Only the indirect moving objects in the game at
illumination from the light is runtime. every frame.
baked into lightmaps when
building lights. GI and Shadows
are static, but color and
Rectangular Lights
Back to Table of Contents 184
Light propogation volumes (Outdated)
Introduction
If you are looking to boost your lighting and especially the bouncing of the lighting in the scene, you can do this by using static lights,
but what if you are looking for some options do do it realtime? There are some options such as Voxel based global Illumination
(VXGI) but today we will be having a look at Light Propagation Volumes.
1. System overview
Allright, a lot of people have (C:\Program Files\Epic
been wondering about this Games\UE_4.16\Engine\Confi
feature which is in Unity as g) look for the
Enlighten and is better known “r.LightPropagationVolume ”
as Dynamic global illumination. and set this to 1 and restart the
So, if you go to your Unreal engine.
Engine folder and look for the
“ConsoleVariables.ini” file
which holds features which
can be enabled.
In this file at ___location
2. The settings
A couple of important settings the Light Propagation Volume,
that you need to keep in mind including the size, intensity,
is that you need to set the etc...
affecting Directional light’s
mobility to “movable” and also The Size and Intensity might be
tick the “Affect Dynamic the most useful settings here.
Indirect Lighting” tickbox
before you can see the Also, the LPV bias can be
changes affecting your level. adjusted per mesh under “LPV
Post processing volume holds Bias Multiplier”
more settings to further adjust
Additionally if we want to
change the color that the
global illumination is going to
bounce of one of the materials
we can switch this using the
Introduction
LUT’s are a great way to do color correction on your scene, you can add these to a post processing volume or multiple volumes in
your scene and control them all separately if you need. But for the most part I will talk about only using one post processing volume
with a LUT attached and setting this one to be unbound.
3. Adjustment layers
In this step you need to adjust step, this is not going to take
the screenshot as you would that much time but is going to
like it to look inside of Unreal make a big difference in the
Engine, we are going to do this final presentation.
using adjustment layers.
Introduction
Anti Aliasing is something that all engines use or have access to, and something we as artist usually not have to think about but it
can still impact your textures and visuals in a way, so let’s dive into it.
3. Impact on visuals
The impact on the visuals will One example you can see in
be depend on your method of the comparison on the right.
choice, but if you have no anti
aliasing on at the moment
jagged edges will be really
visible on the silhouette of
objects, alpha cutouts on
foliage, an also on busy
textures.
Introduction
Portfolio thumbnails are meant as the doors to your artwork, so the least we can do is make that door as exciting as possible to
open!
3. Making it pop
Contrast and intensity of colors This is obviously not the only
are a good thing to start thing that matters, there are
looking at for a good things like subject matter, if
thumbnail creation, especially there are faces or patters that
because we want your image people can relate with easily,
to jump out from the crowd. So etc... so it's an intricate subject
if your work already has really and really aligned with Art
popping colors it will jump out Fundamentals
of the crowd by itself.
Introduction
So with this one we will dive into some the topics of building and designing your own portfolio and how this will help you with the next
job and how to grow towards what you want to achieve with your career.
4. Artstation or others?
So this is a highly discussed However, there is also the time
topic, this is because Artstation that is saves you and seems to
is so widely used and has be somewhat less discussed,
become the new standard for because if you need to go
portfolio's because interviewers through a more elaborate
and people from studios can process to upload your work
easily recognize where to look and do some minor coding you
and how to browse your might be spending time that
portfolio at a glance because you could spend on creating
they all use the same layout, art. The recruiter is not focused
which saves so much time on how well designed your
when browsing your work. portfolio is designed especially
when looking for gameart.
Introduction
So with this one we will dive into some the topics of building and designing your own portfolio and how this will help you with the next
job and how to grow towards what you want to achieve with your career.
Portfolio tips - 02
Back to Table of Contents 192
Optimizing your portfolio - 01
Introduction
You’re getting ready to finally send out your portfolio and get jobhunting for that position you have been keeping an eye on for
quiet a long time now, but are you ready? And more importantly, is your portfolio? Your portfolio is your ticket to that job so this entry
will focus on getting the most out of your portfolio as possible.
1. Define yourself
You really need to find the characters, don’t have 95% of
thing that you love, and this your portfolio being characters.
takes time.
For myself as an environment
Once you know what you artist I put the emphasis on my
want to do, it’s time to start personal work first.
looking at your portfolio and
make sure that it reflects that. Also, specializing now, doesn’t
mean specializing forever.
So for instance if the title says
Environment Artist but have
4. Old work
Doesn’t need to be removed, improvement you got out of
just make sure that it’s clear your older work.
you think it also old work?
You can make a separate It’s all about quality not
folder or entry for these types quantity.
of post.
Introduction
This time we will dive into some more tips about how to get a better more well-rounded and optimized portfolio, we will dive into
some topics as portfolio consistency, how to make your work stand out and more!
1. Consistency
A small one to really dot the I’s design a logo then consistency
and will help you standout in the type of font you use is
from the others, is creating also a nice one to create
consistency within the work. consistency and making with
This can obviously mean your work recognizable.
multiple things including the
consistency of the presentation You basically want people to
for the thumbnails or the know straight away that the
pieces of your work itself. artwork they just found is yours.
A great one to make use of is a
logo, or if you don’t want to
2. Make it yours
Not everything needs to be a example if you are doing a
shader sphere?! tutorial, do the tutorial first and
then take those lessons and
Look for things that can really make them yours. After a while
make you stand out from the it becomes clear that people
crowd and make you more just followed a tutorial step by
special. step because there are so
many of them out there.
Ofcourse it’s not just those
material spheres, this can be
applied to a lot of stuff. For
Introduction
Let’s dive into a really great technique to show off those great assets you have made for your own scenes. This techniques makes it
super easy to make a consistant composition inside of photoshop as well.
3. Camera settings
This is an optional part of the content and look for the scene
process depending on how called “advanced_lightning”
you render your assets, so for map.
instance it is going to be Which just let’s you just swap
important if you are using HDRI the HDRI in that scene.
images for your background
because the reflections on the Some other options can be
mesh need to roughly match found under the little arrow
the HDRI image. menu in the top left corner.
As Elvis Posa mentioned at this
point you can use the starter
4. Composing
When you got all the assets layer which is blurred, with a
composed in the same simple adjustment layer for a
manner, and you got a tad more contrast.
background ready, you can
get to composing them in Thanks so much Elvis Posa for
Photoshop, I just used a blurred sharing this knowledge.
picture that I had lying around.
Greenscreen renders
Back to Table of Contents 195
Improving your renders
Introduction
Let's talk a little about the tricks you can add to your finale image to push your presentation a bit further then usual, so let's dive into
some tips!
1. Greenscreen renders
So you have all your So achieve this effect you
presentation shots for your select your prop and in the
environment done, but now details panel you select
you want to show off that hard "Render CustomDepth Pass"
work you did for your props then in the screenshot tool you
too. This is where this section just select the "Use Custom
can help, you can use this trick Depth as Mask" and it will only
to make everything else then render out all the meshes that
the props you select into a have this checked.
greenscreen, without it
affecting the reflections etc. More information can be found
in a Previous Tip
3. Adding a vignette
This is a trick that comes from However, this can easily be
photography but can easily be overdone too, so be careful
translated to your screenshots, that you don't overdo this
adding this darkened border effect, keep it subtle. My
on top of your image, this will recommendation would be a
have the effect of focusing the multiply layer in photoshop set
viewer on the center of the to 15%, but this depends on the
frame and the focal points that environment itself.
you have so carefully crafted.
Introduction
Vignette’s are another technique that comes from photography, which is a technique that helps you pull the focus towards the
center of the image.
1. What is a vignette?
A vignette is a border around border of the image.
the image that reduces the
brightness of these edges. It’s also a great way to add
some extra depth to your
This helps bring out the contrast thumbnails as well.
and brightness of the core of
the image, helping people
who are looking at your
amazing art to stay inside of
the image and not wonder
outside of it or get distracted
by things that are on the
ELDEN RING
2. Setting up a vignette
The easiest way of adding one “Post Processsing Volume” and
is by doing it after the fact, in look for “Vignette”
photoshop or any other
program you use for example. When I setup my personal
This also gives you more Vignette’s I usually setups a
flexibility on how intense or thick border around my image,
subtle you want to the vignette blur it a lot and then change
to be. the opacity to be around 15%,
but how strong depends on
However you can also set one your personal preference and
up directly in Unreal Engine. the colors of the image.
You can find this option in the
3. Keep it subtle
The most important thing with You need it to be subconscious
a vignette is always to be enough to guide people but
subtle, you don’t want it to be not something they notice.
really visible so people realize
you are trying to direct their
attention. You can kind of
compare it to what you want
to achieve with your
composition when making an
Environment.
4. Natural vignette’s
Vignette’s don’t always have built into the scene itself.
to be done in post or as an
afterthought. They can already Some examples can be seen
be a part of the scene your on the right, these don’t
constructing by default, necessarily need to have an
removing the need to add one
later on. additional vignette on top of
their natural vignette.
Vignette’s
Back to Table of Contents 197
Crisp Unreal Engine Renders
Introduction
I’ve been diving into some personal work again over the last couple of weeks and have been having some fun with Unreal Engine,
and because of that I wanted to share some things you can do to make your Unreal Engine look better and more cinematic.
3. Depth of field
Often overlooked, but depth All these settings can be found
of field will emphasize the in the Camera menu or again,
focus on your subject matter in the post processing volume
by mimicking the aperture you as well.
get from a real world camera.
The lower this aperture is the I personally prefer to do this in
stronger this affect is and the the camera settings to have
more the area’s in front and them localized to that camera
after the main subject get instead of a general post
blurred. processing settings that effects
the entire scene.
4. Focal length
Again in lens settings we find However, there are limits to this
this other important section, and not every scene might be
the focal length or the angle of built for it, because the higher
view that’s going to be we put the focal length the
captured by the camera. It will further back we need to move
also add to the cinematic feel the camera to compensate
by condensing the depth of and not lose the framing we
the scene, thus putting more had before, so it’s a balancing
focus on the main subject act.
once again.
Introduction
This one was inspired by the community, since I was focused on the roofs that I'm doing currently for my personal work and wanted
to highlight a couple of different ways to create a good looking roof and where they are used..
1. Texture only
Let's start with the basic Super simple easily adjustable
version, and that is just adding and quick on creation,
a simple texture to the probably used in projects or
geometry. This is the simplest project where you are
and most cost effective way of technically more restricted and
creating a roof by far, where the focus is not on
especially if it's a relatively rooftops.
small tileable texture that's
being used.
Introduction
This week we'll breakdown a concept from Ruiyang Chen that looks really overwhelming from the get go but once we break it
down it makes it all a bit more manageable.
1. Modular chunks
I always love to start with the scales (if you wanted to do
biggest or the shapes that can them all unique) OR use a
be reused the most in the tileable map with a detail
scene so we can eliminate normal on top of it for extra
most of the scene from the get details.
go.
The floor pieces can also be
In this case it's the square approached in this way and
looking rocks that are all over then refined with some decals.
the scene, for these we can
block out a rough amount of
different blocks for different
2. Unique Meshes
Next up are the focal meshes of your geometry to add
which will all be unique, but damaged edges.
that doesn't mean that we will
texture them unique. Because The two assets I would do fully
of their scale we can't really unique are the rocks on top
afford to go with unique bakes. and underneath the pillar that
is closer to the camera if you
The textures will be tileable and want to really add all the nice
we can add some nice details in those.
damaged edges with "Edge
Decals", these are trims of
damage you can use on top
3. Foliage
It's a fairly small part of the But for the foliage we can
scene but it adds a nice pop keep it really simple and
of color, so we need to add straightforward by just making
them just for that. 2 maybe 3 meshes and reusing
them throughout the scene,
these would also be fully
unique.
4. Additional decals
Now we got to the stage We can also add some
where we can worry about the marking to add some
details of the picture, and storytelling in there and tie the
since most of will be around whole image together a little
the focal point (you want to more.
draw the player in) you can
add additional destroyed The damage decals are just
elements on top of the large deferred decals where the
meshes in the back to break marking could be either
them up. deferred decals or floating
geometry you add on top of
your geometry.
Introduction
This time we will have a look at the material that I used in my personal work on the “Last Bastion”, there are some really cool tricks
that are embedded in the material, especially the world aligned blending which is great to use and easy to setup!
Introduction
Let's dive into how to make things move in Unreal Engine, I personally always like to add some movement in my scenes, especially
when rendering them to a video at the end for the final presentation, so let's dive into how to add your own in an example with tarp.
1. Different approaches
We can get a long way with World Position offset
faking this effect without This will displace the vertices in
having to delve into proper world position making it really
animation for a lot of it. useful to create movement,
but this also means that for this
to work you would need to
Normals only add some additional vertices
The simplest way of doing this is so it can actually deform them.
by only manipulating the We can find this as an input in
normal, and sometimes simple the material graph in Unreal
is all you need, and it's also the
one we will be diving into here. Engine.
2. Creating a normal
First we need a normal map to Then convert this to a normal
start faking this effect. For this I map using the "Height to
just use a clouds texture I normal" node in Substance
generate either in Photoshop Painter. Now that we have our
(Filter > Render > Clouds) or little normal map we can move
Substance Designer. Any of the over to the material setup in
clouds textures with a blur Unreal Engine.
attached to it to soften it up.
(Designer might be easier as Don't throw away this file just
you can easily convert this to a yet though, we can use the
normal map). same height information for a
World position.
Introduction
So let's dive into something more personal that a lot of people get sort of lots in, being how to build yourself a habit to make your
work more consistent with these little tricks.
The trick here is balanced Once you get the habit to stick
“Starting is the hard part...”
between making a schedule for 30mins a day for a
that works for YOU not for continued period, that’s when
someone else and also not to you can start looking to
overload yourself from the extending this time, build it up
start. The best way to do this is slowly.
starting small with some
3. Make a to do list
This is something that really There is something just so
helps me personally, and it satisfying about writing your
makes such a huge difference. stuff down and then crossing it
I've been trying out different off later, there is a nice
ways of to do lists, like digitally connection that happens
or manually. After doing it for there, so can definitely
so long, I can definitely say that recommend you to do the
writing stuff down in a little same.
notepad is the best way to go.
Introduction
Something that is going to happen for a lot of people working in or getting into this industry is the fact that you will most likely move
from the place you live to another spot, maybe even another country. So in this one I want to shine a light onto some of the lessons
I’ve learned when moving companies.
2. Cost of living
Another thing to check is not There are amazing resources
only how much money you are out there to compare the cost
getting in, but also how much of living between cities, but
money is leaving your pocket always add a pinch of salt and
too, most people don't get to include a nice and healthy
this step before it's too late. buffer.
Make sure that if you get an
offer with a number attached One of these sources is
to take it home, do a little Numbeo.com, allowing you to
research before saying yes to compare different cities ad
it. countries to each other.
Introduction
These are my personal favorites when building a routine for personal work, to help keep you on track and to keep you motivated for
when you need to. These tips will apply to a large majority of people, but might vary depending on your personal routine or
obligations.
1. Consistency is all
When it comes to personal then just these 30 minutes too.
work just block out a small
chunk of time (let's say 30 After a solid 30 days, you can
minutes) for each day. This up the amount of time, but
might seem small, but that by usually this happens
design, being an artist also organically. Just keep to the
means dealing with system and it will take care of
fluctuations in artistic you.
motivation, so you CAN do
more than those 30 minutes,
but you don't HAVE to. But you
will also notice that one some
days you will do way more
3. Make a to do list
Sort of in the same line to the end of the day then just add
last one, is to make a To do list, them on the next post it.
again, taking my post it notes
in hand for this tip too. They are Cross them out to once your
just great to limit yourself in the done with a task, this gives your
amount of tasks. brain a good feeling and you
can see the progress you're
Make sure that if you write making in a visual way, which is
some tasks down that they are amazing on projects where the
small enough so you can visual feedback might be
actually do them each day, slower, to help you stay
and if you don't make it for the motivated.
Introduction
A lot of things going on at the same time often makes it hard to really stay into focus, so this entry will dive into some tips to keep
yourself motivated and push you through some of the harder times when working on full environments.
1. Staying in focus
To me this has always been proper mood for the one or the
more about your personal other, that’s where the real
strengths and weaknesses, for trick is. It all starts with being
example most of the times I honest to yourself and if you
work the best when listening to struggle to maintain focus,
music and can really focus, but maybe switch it up?
other times I listen to podcast
or even have a documentary
going on my second screen.
2. Topic immersion
Immersing yourself is one that I You can also achieve this by
really love because it is so reading books, printing a
personal in how you do it, but reference material and
the basic principle is digging in hanging it on your walls
and learning about your surrounding your desk or just
current project topic in have a bunch of inspiring
whichever way you feel works wallpapers as background on
best for you. your pc, the possibilities are
endless.
I personally like to watch
documentaries on the topic.
3. Taking breaks
This will stop you from burning or adjusting a tiny detail, it
out on the project. might be time to leave it for the
day (or a couple of hours) and
What this also offer you is that just let the image leave your
you distance yourself from mind for a bit. But most
what you are working on and importantly finish it!
will give your brain and eyes a
rest.
Motivational Tips
Back to Table of Contents 208
Avoiding art blindness
Introduction
Ever experienced doing a days of work or a whole bunch of small adjustments without that much changing or even worse, coming
back the next day and realizing that you took a step back instead of forward? This is what "Art blindness" is all about, so today we will
discuss some tips on how to avoid it.
2. Taking a break
If you are noticing these things Doing something else really
as mentioned in the intro, like refreshes the mind, especially if
Take breaks
doing small tasks to little this is something that take up
change or coming back after all the attention and doesn't
a time and realizing that you allow you to think about your
took a step back, it might be a art at all.
time for a small break.
Create variety
during the day at my what you are doing and is
professional job or even the more applicable to your
day before on my personal personal work, but still
work. So for example if I something that helps me
worked on some props I'll personally in a big way.
probably do some set dressing
or terrain sculpting.
Introduction
Asking for feedback is one of the more important things you do, but there are so many ways and places you can do so. So today
we will look into some tips and tricks that can help you into the feedback that you receive and the way that you reach out and ask
for it.
1. Where to ask
There are a lot of places to ask personally still the way to go
for feedback. when it comes to showing your
stuff to a crowd of people.
Some of the more typical
places to ask for 3D / These days it’s easier to find a
Environment Artists are dedicated Discord groups such
probably still some facebook as “The Dinusty Empire”,
groups such as “Ten thousand “Experience points” and our
hours” and still Polycount, if you community ofcourse!
are looking to get some good
feedback then Polycount is
3. Personal feedback
Asking for personal feedback that you interact with that
can be super daunting, but I person.
have to say, many developers
that I have met in the last Always be polite, Introduce
couple of years are super open yourself first and remain friendly
and love to talk to people and and patient.
are interesting in helping others
out.
4. Things to factor in
Don’t feel discouraged if you like talking to you and helping
don’t get an instant reply, we you out.
all have things we do on the
side as well. Just give it some So whenever you have those
time and send a reminder in a thoughts about not reaching
week or two if you really want out because “you are not
their insight. good enough” or whatever,
push that thought back and
Lastly though, NEVER be afraid send them a message!
to reach out, we are just
people like you and most of us
Introduction
So you have got a project, some tutorials or a breakdown you want to show off. How do we go about promoting these thing? How
can you start building your own brand? Today we start delving into this!
2. Consistency is key
If you are looking to build a content from you or when will
following, consistency is an you share some new piece of
overgrowing factor when information.
building your personal
community, its not totally Another thing that this will do is
necessary but it will def boost building up a personal
it! schedule that will make you
work on a regular basis, this is
When I talk about this it's both great to build up a habit that
for creating an expectation for will help you boost your
people like when can they productivity.
expect a new piece of Stuz0r’s Instagram
3. Offering value
If you have something for you in the long run where
awesome that you have build people that want to hire you
or experimented with a cool saw this and know that you
new workflow? want to share knowledge with
others and this will play a big
role in becoming a solid team
Maybe break it down and fit.
people might get insight into a
whole new way of thinking and
see new possibilities. So get out there, start creating
and sharing.
You never know if this might
also open up some new doors
Introduction
In the second part of self promotion for people we will look into some other steps that you can use to further market yourself and
your art.
3. External promotion
So you are doing a lot of things for your breakdowns or even
to get you seen all over the more traditional ones like
place, but what if you start getting featured on Polycount
thinking about selling products if you share your work on there.
or tutorials that you want to get
seen by as many people as Personally the only stuff that
possible? This is where looking helped me at this point is doing
for people to help you with podcasts and articles/
getting your stuff out there breakdowns on 80.lv and it has
comes in. There are tons of helped me a lot!
options like looking for small
YouTubers, streamers that want
to promote you, sites like 80.lv
Introduction
We have all heard the saying "working for exposure", but you can't survive on getting exposure and you need to get some actual
money on the table. Artists have the most difficult job when it comes to this because their passion for art gets seen as excessive and
something that is "just making pretty pictures"
2. Personal situation
Financial freedom has been a It doesn't matter when you do
big goal for me in recent years it, it matters if you do it. So
and I still have a long way to once you have gone through
go when it comes to achieving your journey and got your job it
that goal, but I have a might be worth looking at all
relatively stable situation so the stuff you created and see
yours may differ. what might get you an “...Evaluate your own personal situation
income. and work towards something that works
For example you might still be for you...”
looking for a job and be You might be surprised by the
working on portfolio pieces but result.
even in this situation you might
as well spend some extra time
thinking and finding ways to
get some money out of your
time you spend working on it.
Introduction
Let's dive into some tips and tricks how to start your journey from being a "Starving artist" and making your way into the space where
you can enjoy making art and getting some money from it too. Some options lend them self better to this balance than other
options though so keep this in mind when thinking about these options. And as with most things on these tip sections, there are
countless opportunities out there so explore these for yourself!
1. Selling prints
Probably the most easiest thing couple of extra clicks is
to look into is turning your amazing.
artwork into prints, this can be
easily done with Artstation This all means that this is one of
prints, you can just upload a the options that doesn't impact
high resolution version of your your workflow at all, because
work and then have them as a all it takes is making higher
sell-able print. Obviously there resolution screenshots and then
are other options that allow for adding them as prints if you are
this and might even give you using Artstation.
better results, but the possibility
to have it on the same ___location
as your portfolio for just a Artstation Prints
4. Materials
This uses the same principles as help you boost the sales of
the previous section but take them.
way less time to create and
allows you to do more different This is a really fun option if you
things in the same time you are creating materials in
would take to make a model
and definitely less to make a Substance Designer anyways,
you might as well make them
full environment. There are available online for other
some people that really create people too, either through
some interesting looking Substance Source or any other
materials. This also open you platform of your choosing.
up for doing breakdowns and
Substance Source
tutorials of them too that can
Introduction
Switching programs, especially at this moment when blender becomes such a powerful, viable and most importantly, free option.
This weekly tip will be all about some of the lessons I've personally learned when switching to Blender.
Introduction
There are a ton of resources out there, the issue is finding it, a lot of these you might have heard of and are more aimed towards
beginners, but in future parts, we will be diving into some more specific stuff on the web to help you grow and expand your artistic
skill set and yourself.
1. Polycount
This was my home for a long concept and are an interesting
time, and it can still be yours way to inspire and get inspired
too, hosting an amazing by others.
number of threads full of
inspiration and feedback. So check them out if you are
looking to get feedback or just
There are also others things want a new way to push
such as challenge threads that yourself.
really allow you to push your
skill set together with other
people working on the same
3. 80.lv
Another great resource for a insight on new workflows that
lot of cool tips, tools and might not know about and
inspiration! The reason why i explore different tools.
find this a great resource Also if you got something to
personally is because they show of yourself, you can share
don't just push the top of the it in the 80lv Facebook group
line work, they also share work/ and it might get picked up!
breakdowns from students or
people rather new to the
industry.
This makes it a cool tool to gain
Resources - 01
Back to Table of Contents 216
Detaching from your work
Introduction
When working on art it’s not always about sitting down and actually doing it, it’s also about giving your brain a bit of rest to properly
detach from it so you can go back at it at a later stage. But what is a good replacement, how long should the break last and how
often?
2. How to detach
GO OUT FOR A WALK: Go especially if doing hard
outside, no music, no phone, exercises, so there is no mental
get some sun, and leave any capacity left for any other
distractions at home. I love to thoughts.
let my brain wander by going
into a new direction and SLEEP: When working long hours
explore some unknown area’s. it might be time to just go to
bed earlier than usual. The
WORKING OUT/HOBBIES: an amount of times I’ve went to
alternative to walking is sleep and the following
working out. Because this morning when I wake up the
requires complete focus, problem seemed to solve itself.
Introduction
Being objective about your work is important for artists, from shielding yourself from critique and turning defensive to improving how
you give feedback to yourself by looking it in a new way
1. Benefits of objectivity
Being objective is something So let’s break down those
that might be tricky especially barriers, starting with the
if your just starting out, you’re trickiest one.
heavily attached to your work
and it becomes who you are
for a long time. However, we
must also realize that this puts
up a wall that makes it harder
for people to give you honest
critique and help you grow
because you’re not willing to
genuinely listen.
4. Critique is learning
This kind of relates to the Don’t interrupt them by trying
second topic and is also to defend your work, as much
important. It’s the realization as you want too. Just take all
that anyone out there giving the feedback in and put a
you feedback is not there to value on it during your own
bring you down (generally) but time. As we said in the first
is there to genuinely help you section, they are not there to
on your artistic journey. break your work down, and
trying to instantly defend
yourself will make it seem like
So allow people to give them you’re not listening and just
the feedback, listen carefully getting ready for battle.
and make sure to make notes.
Introduction
Something most of us will have to go through (unfortunately in most cases...) when looking for a job, especially in the beginning of
your career are art tests, making this the final challenge before you get your hard worked for job. In this we will discuss some tips on
how to not let these overwhelm you.
2. Planning it out
Now we know what the goal is The most important thing here
we need to make a proper is to break the brief down into
plan, with this I don't want to multiple chunks that you can
force you to write stuff down easily digest, helping you not to
and break it down into multiple get overwhelmed.
chunks in written form before
getting started (although this is
the best way to create a
meaningful link between you
and your task) everyone has
their own way of breaking
these down, so just use what
suits you best.
3. Execution time
When getting to work on your daunting the task itself is, those
tasks the focus needs to be on breaks will help you clear your
the tasks that are most head and look at things in a
important or will have the new way, I know that might be
biggest impact on your goals. difficult if you are in the zone,
Avoid doing the smaller less but don't burn yourself out on
important tasks. this, there might be other tests
that you have to do in the
same period.
Another thing to be aware of is
to give yourself some breaks,
stretch your legs and drink
water. No matter how
Introduction
Something most of us will have to go through (unfortunately in most cases...) when looking for a job, especially in the beginning of
your career are art tests, making this the final challenge before you get your hard worked for job. In this we will discuss some tips on
how to not let these overwhelm you. (PS, enjoy the generic photos! :D)
2. Ask questions
?
Another important one, which unclear, just ask about it, it
a lot of people, including doesn't show lack of
myself, seem to forget is that if knowledge, but the willingness
there is something that's to learn.
unclear about the brief don't
be afraid to ask questions Additionally, asking the right
about it. questions is a large part of
game development with so
Especially when people set up many people involved, so see
briefs they use the wording it as another skill that can be
they would use in the industry, useful for working within a
if there are things that are team.
4. Be on time!
And finally, most important of you to miss that deadline, then
all, make sure that you are on just let them know and discuss
time, there is nothing worse if you can more the deadline
than getting a test that is really or do the test another time
good but isn't within the perhaps.
deadline.
Keep at it, you got this!
Deadlines are a big part of the
industry too, so respect them.
However, life comes first, if
there is something urgent or
personal that will be causing
Introduction
So you're getting to that point where you are ready to get into the industry, but what can you expect from the interviews stage?
Let's dive into that today
Introduction
So you've finally made it, you're starting your first position inside a studio now. But you're not really sure what to expect, let's go over
some things you might encounter in your first weeks at a games studio.
1. Getting a tour
First off all, when you're awesome gamerooms, you've
actually going to be allowed made it in, so enjoy this
into an office again (this was moment and if you've got any
written in 2021, during questions, just fire away!
Covid-19) you will be getting a
full tour with some other new Lastly you will be guided to
starters to get the full tour of your own desk, most
the premises. companies even provide you
with a nice welcome package
Getting a full tour of all the to get you started on your day
neat rooms for taking breaks, and celebrate you joining the
where to get lunch or industry.
If at any point there are some After this, you're all set for your
issues that you can't resolve on first task!
your own, don't be afraid to
Introduction
This is a bit of a different kind of tip, but it’s important for people to understand some ground rules when reaching out to professionals
and getting feedback on their work or some other sort of help.
2. Be polite
I personally always felt that it’s we want to help.
always better to go with
something in the middle when Because at the end of the day,
it comes to your approach. that’s what this is. You are
reaching out for help and
Also, don’t complain about not advice, the more respectful
getting an answer and polite you do this the
immediately, don’t add “Bro” better the end result is to be
in your message, just introduce expected, because if you are
yourself in a pleasant way so respectful to others, they will
we get to relate with who you most of the time return the
are as a person. A person that favor.
3. Keep it simple
It’s no secret that game An example of this could be
developers can lead busy lives - Short personal introduction,
and I know a lot of them name, discipline (or interest),
personally that still do a lot of currently learning at a school?
work outside of their normal etc..
job, so think about this when - Your question, as specific as
reaching out to them. you can be
- Polite ending such as “Thanks
for your time”
Make it easy for them to read
your message and reply
without needing to write and
entire book.
Introduction
Art tests are really common as the last big hurdle for you to get a job in the games industry, they are more prevalent when you don’t
that much professional experience just yet, but some companies let everyone do an art test as well, so what are they, and is there
anything you can do to prepare for them?
Introduction
As an environment artist you might be responsible for a lot of aspects of the visuals for a game, and "Environment artist" is sort of the
catch all for a lot of stuff when it comes to environment creation in games. In this one we're diving into some responsibilities in your
daily work with a focus on open world games for this one.
Lilian Chow
2. Landscape sculpting
As an environment artist you plates and how natural
might be responsible for elements like rivers and
chunks of terrain, both within waterfalls are formed, all
the locations your working on crucial knowledge in your
and between them in the shaping of a world.
open world.
Another aspect is to balance
A big thing you are keeping in the technical aspects (such as
mind for this is definitely how occlusion) and player direction
the flow or wind and water (with impressive vista's and
can shape terrain, same goes player leading in mind).
for the movement of tectonic
Stephane Guadette
3. Prop/asset modeling
Depending on the studio, this build upon with the help of
might be a part of the same briefs and concept art too.
banner (see my official title of
Environment/Prop artist) or a The creation process will
separate role. Even as a full happen either through the
time environment artist you high-to-lowpoly pipeline (less
might find yourself helping out frequent for open world
on the prop creation side. games, and reserved for
important assets, such as guns
One of these examples can be for example) or making assets
working with outsource to get with textures and materials
them blockouts that they can already available. Hannah Watts
Introduction
When it comes to environment art, there is a lot of confusion among people starting their environment art journey because they
think that Environment art is a singular thing, but it's actually split up into multiple different disciplines, so today we will dive into some
of the individual disciplines involved. Keep in mind that different studios might have different setups, and can change going into the
future with changing technology as well.
1. Prop art
Prop artist build the content to environment art, because
and assets for populating your everyone needs to get through
environments. They are the full High to Lowpoly
responsible for creating the pipeline.
smaller props all the way to big
buildings and hero props. The more standard programs
that are used in the pipeline
This discipline is more isolated are Maya, Max, or others for
But that doesn't make it less modeling, Substance Designer
crucial for environments in and Painter for baking/
total. This can also been seen texturing and a bunch of other
somewhat as the introduction programs for all various needs. Marta "Carabea" Niemczynska - Biohacker - Biochair prop
2. Terrain art
Responsible for building the the players to get immersed in.
foundations of the world taking
care of the underlying terrain. Depending on the stage of the
Other responsibilities include project they will use World
planning where mountain Machine, Terragen, Substance
ridges, valley, lakes, rivers and Designer or others for creating
more are going to be. They a good base that they then
focus mostly on sculpting can iterate on inside of the
terrain, creating natural Game Engine.
formations that look realistic,
using real world examples as
reference to create an Alexander Kolyasa - Terrain practice
immersive as possible/level for
3. Level/world art
These are the people setup by Narrative designers
responsible for the setdressing and use this to tell stories while
within the world and they take keeping in mind the gameplay
the props that the prop artists space that the Level Designers
make and in most cases have build.
combine them with blockouts
that Level designers have Some of the programs that
prepared. they use are Unreal Engine,
Unity or any other in-house
These are also the people that engine and embedded tools.
are responsible for introducing
the storytelling that has been Billy Matjiunis - Far Cry 5 F.A.N.G. Center
4. Foliage/Natural art
The people in charge of all the thousands of poly’s just
natural assets such as trees, because it's used so much. A
bushes, flowers ,rocks, etc... big factor when making foliage
is Quad overdraw, where
multiple layers of masked
It’s different because of the alpha are overlapping.
technical restrictions to other
props because they are used
way more in a level and are Programs used are Zbrush,
heavier to render. This means Speedtree, Houdini and other
that the artist that removes 3 programs that lend to a non-
poly's from a grass mesh can destructive workflow for more
have a large impact of iteration, variation and speed. Jobye-Kyle Karmaker - Middle-Earth: Shadow of War - Vegetation | Asset Shots
Introduction
In the industry there are many different disciplines and levels of seniority, so in this one we're going to get into them and what they
actually mean for your career and responsibilities within the industry.
1. Differences in Seniority
Junior Intermediate Senior Lead/Principal
As a junior environment artists When it's time to move up the Full ownership over specific So this is usually where things
you will mostly be focusing on ladder you will see that you get sections of the game including diverge in most studios,
getting to grips with the tools more ownership over the props props and also more control focusing on either art (Principal/
and pipelines of the industry, or levels you will be working on. over the vision over the props Expert) or management (Lead).
learning from the senior This also means that you will and levels.
members of the team. have to become more A principal will dedicate their
proactive and trusting in your At this point you are also time define workflows,
skillset and be ready for a bit
Your responsibilities will be fairly becoming more and more of remaining on the cutting edge
more ownership.
minimal and will be supported an example and role model for with their art and really setting
and supervised by a mentor on other artists, maybe even the bar when it comes to the
the same project. You will also be moving more managing some of them full art.
into the role of supporting the time.
senior a bit more instead of
You will also slowly but surely be A lead on the other hand will
relying on their help to do
challenged with more complex You also become more dedicate most of their time to
things.
and bigger tasks the more involved in the pipelines and organizing the team, thinking
experience and time you build workflows and will also have about and planning the future
up working with the given tools. Later on you might get your first responsibilities in putting these of each person of the team,
This will also prepare you for the experiences with giving talks, together with other seniors of communicating with all the
next step. mentoring people occasionally different teams. seniors, and maybe
and also even managing your occasionally working on art
first person if you choose to go themself.
Giving talks to the art team,
that way if you want to go that organizing meeting and
route. leading them will also become
more and more part of your
responsibilities (if you choose to
do so in most companies)
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