Clearwater/St. Petersburg Unity User Group 7/14/2019 7:25 AM Clearwater/St. Petersburg Unity User Group © 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
Introduction Alex Natali 3D Artist The DAVE School (Digital Animation and Visual Effects), Orlando, FL
3D Game Asset Pipeline High-poly 3D modeling/sculpting Low-poly 3D modeling/retopology UV Mapping Texturing Rigging and animation (if needed) Import to Game/Rendering Engine
Textures & Materials Texture: 2D static image Examples: Base color, normal, roughness, metallic Texture: contains color, lighting, or physical detail information
Textures & Materials Normal Map An image that creates illusion of depth/detail Texture: contains color, lighting, or physical detail information
Textures & Materials Normal Map Low poly shield with normal map applied Texture: contains color, lighting, or physical detail information
Textures & Materials Roughness Map Greyscale image White = rough = matte/non-reflective Black = smooth = shiny/reflective Roughness map generally more detailed than metallic map; more variation with dirt, etc
Textures & Materials Metallic Map Greyscale image White = metal Black = non-metal Texture: contains color, lighting, or physical detail information
Additional Texture Maps Ambient Occlusion simulates soft shadows that occur in the cracks and crevices of 3D objects Ao adds realism
Additional Texture Maps Cavity Similar to AO, but only recessed areas are shaded Ao adds realism
Textures & Materials Material: the result of various textures combined Material: determines how light behaves on a surface; what you see rendered in-game.
Substance Designer Overview Procedural Texturing Use of mathematical formulas to generate textures Non-destructive workflow Non-destructive workflow Procedural: not limited by constraints of images pulled from external sources Non-destructive: revert any actions without losing any work (not as important to have iterations)
Substance Overview Node-based material authoring software Technical artists 3D Painting software Texturing, rendering Procedural: not limited by constraints of images pulled from external sources Non-destructive: revert any actions without losing any work (not as important to have iterations)
Physically Based Rendering (PBR) Definition: A method of shading and rendering that provides a more accurate representation of how light interacts with surfaces Benefits Easier to create realistic assets Works for any art style Assets will look accurate in all lighting conditions Provides workflow for creating consistent artwork AKA Physically Based Shading (PBS); not necessarily has to be photorealistic, just that the way materials behave with light. Concepts were created by Disney, has been used in film for about the last 10 years; gaming about 3 years ago
Studios Using Substance 7/14/2019 7:25 AM Studios Using Substance Among 30k active users including indie devs as well as major studios © 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
Substance in AAA Games 7/14/2019 7:25 AM © 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
Substance in AAA Games 7/14/2019 7:25 AM © 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
Substance in AAA Games 7/14/2019 7:25 AM © 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
Substance in AAA Games 7/14/2019 7:25 AM © 2007 Microsoft Corporation. All rights reserved. Microsoft, Windows, Windows Vista and other product names are or may be registered trademarks and/or trademarks in the U.S. and/or other countries. The information herein is for informational purposes only and represents the current view of Microsoft Corporation as of the date of this presentation. Because Microsoft must respond to changing market conditions, it should not be interpreted to be a commitment on the part of Microsoft, and Microsoft cannot guarantee the accuracy of any information provided after the date of this presentation. MICROSOFT MAKES NO WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, AS TO THE INFORMATION IN THIS PRESENTATION.
Sources PBR Workflow & Guidelines for Unity 5 https://youtu.be/_InG8t-IPnE Allegorithmic Youtube Channel https://www.youtube.com/channel/UC-toy9WMImypmLAiU9h_SzQ Texture Maps Explained - PBR Workflow https://youtu.be/PjGCtnEDDeU Let’s Learn Substance Designer 5 – The Basics/Diamond Plate Metal https://youtu.be/B4NFno0-nsQ Let’s Learn Substance Designer 5 – Wet/Dry Concrete https://youtu.be/W2Ei9ZEC2SE Blender 3D: Noob to Pro/Procedural Textures https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Procedural_Textures Physically Based Materials https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html
Shameless Plug Epocylipse: The AfterFall http://razoredgegames.com/