Page 40 - 3D World - October 2017
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FEATURE
          Creating game worlds

                                                                             Painter tileable textures

                                                                          To ensure the landscape textures are cohesive in the
                                                                          painterly style with the rest of the rocks of Tethered,
                                                                          make tileable textures using Substance Painter by
                                                                          following these simple yet effective steps.
                                                                          With our hi-res mesh ready and created in ZBrush
                                                                          as a tileable sculpt, export it in preparation. Next we
                                                                          create a low-poly mesh to the same dimension with
                                                                          UVs that are 0 to 1. Duplicate it four times and weld
                                                                          to each subsequent seam side. Load your meshes
                                                                          into Substance Painter and ensure your max front
                                                                          and rear bake distances are adequate, then bake
                                                                          your data. With a similar process of using mask
                                                                          builders (as seen with the rocks), we can generate
          09                                                              the painterly look we want. But now we have the
                                                                          ability to paint across all the seams to make our
                                                                          textures tile flawlessly.
































          10


           07  trim thE bEArD             the play area with a catalogue of
               With each of the island’s   foliage applied, and we can do this
          key components ready, it’s time to   by using the foliage brush system
          compile them into Unreal Engine   and the new in-VR editor.
          4 to ensure that they all fit well   First of all a foundation is laid,
          within the geology, and any issues   where small shrubs and pebbles
          are addressed and any unnecessary   will help bed in the occluded areas
          landscape patches are deleted.   and placed in the terrain.
          In fact, due to the nature of these   Foliage is then subsequently
          islands, the perimeter had to be   built up in layers with a rhythmic
          trimmed. In order to do this, the   flow and compositional balance in
          landscape shader is placed into   mind in order to create a simple
          the “landscape hole material” slot   and bold asset that ready to
          found within the landscape shader.   supplement for a VR scene.
          This also allows any entrances to
          caves to be opened up.           09  builDings oF
                                               tEthErED
           08  lAnDscAPE AnD              The buildings play a major role
               FoliAgE systEm             in Tethered, each with their
          With the rocks and landscape in   own distinguishing features. By
          place, focus is set upon dressing   tethering your Peeps to the various

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