Big Game Project
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Creating environment assets
Last week I tried a new approach to modelling the environment assets for TALE, our big game project game.
The workflow is summarized with 4 steps: 1. Concept (text is placed above the related image)
First I take a desired screenshot of the terrain that needs an asset
Then I do a paint over of the screenshot, estimating the size and shape of the asset
![]() After the rough concept is done I start sculpting in Zbrush. Using dynamesh and I use the TrimDynamic brush a lot for the sharper edges
![]() When the sculpt is finished I export the sculpt as an .obj into Blender. When it is imported I create a cube and then apply a multi-resolution modifier, adding enough polygons for the cube to be shrink-wrapped over the high poly rocks.
![]() After the shrink-wrap is done, I start a basic UV unwrap attempting to keep all the seams out of view. This part was the most problematic because I had issues with the topology being rather inconsistent and there was a lot of pinching edge loops, on the more complex areas.
To solve this issue, I use the modelling tools in blender and manually try to correct the errors, cleaning up as much as possible.
![]() This is how it looks in engine, without an albedo map, just the normal map applied.
![]() It looks fine at the moment. There are a bit of optimizing required, for example removing unnecessary faces from the model, and correcting a few artifacts from the Normal map bake.
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