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Why Does Naughty Dog's 3D Environment Art Looks Like This?

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EMC3D - Game Art

EMC3D - Game Art

Күн бұрын

In the previous video we looked at what good optimization for 3D game resolution assets looks like. This time, we're looking at Environment Art topology, specifically from Naughty Dog's Last of Us game and discussing why it looks the way it does.
More examples from the mini lecture can be found at:
EMC3D/highlights
Artwork used as examples in this video:
Edgar A.Martinez: artstation.com/edgar_a_martinez

Пікірлер: 45
@EMC3D
@EMC3D 29 күн бұрын
You wanted a longer discussion/vibe about topology? Well let's get right to it then 😃! kzfaq.info/get/bejne/Zs2FZbmp2MqmYXk.html
@ArTech_Studio_Busan
@ArTech_Studio_Busan Ай бұрын
You made a really important point. The key is vertex-based texture blending. Assigning a single material to an object in the usual way would require creating a large image texture for the entire house or adding tons of decals. For example, in order to display mossy wood with high resolution on each wall of a house, each wall may need to have a texture. Otherwise, you'll have to put countless moss decals on every wooden wall. There are also problems that may be revealed by repetitive tiling. However, if you do vertex-based blending, it can be easily done with a few materials. The blended area does not repeat and can be applied differently to each object area. Vertex-based blending does not reveal pixel artifacts, unlike texture mask-based blending. Complex UV and Trim settings can be reduced for precise texturing. Naughty Dog's method of creating backgrounds increases the polygons of the assets, but this greatly increases the texturing benefits.
@MonsterJuiced
@MonsterJuiced 29 күн бұрын
Let me take this a step further in a slightly different direction. Many games also use a technique called material layering. This is not unlike vertex blending, but instead relies on grunge/ noise maps to mask out between different materials. This means the environment texturing process becomes a bit like creating materials in substance painter. So, you could optimise the models to have huge quad faces and optimised triangles in just the corners to significantly reduce polygons in a scene and spend the budget on blending UV mapped or tri-planar materials together using blend masks and then place certain types of details like stagnant and rotted drip stains from old window sills using Decals or better yet, mesh decals :) I went quite deep into a while ago when trying to find the definitive ways of doing things only to discover the techniques change based on the company's pipeline or requirement. Wouldn't surprise me in naughty dog also used blend materials. A really obvious and prevalent use of this technique can be found in Elden Ring and CyberPunk 2077. Edit: nvm I just re-read your last part of the comment and noticed you already mentioned this. I'll just leave this here anyway so it helps explain what it is to someone who doesn't know.
@Interference22
@Interference22 28 күн бұрын
With some work texture-based blends can also avoid the pixellated look. I think vertex-based stuff is preferred, though, simply because it's easier to edit on the fly and takes up considerably less memory.
@kasztan3279
@kasztan3279 4 ай бұрын
Wow, I learned a few things from a 1 minute video. The last of us is the game that inspired me to start learning 3D software and it's great to see how the artists at Naughty dog ​​approached it. I would love to see longer video like that, explaining even more.
@bruceevans7824
@bruceevans7824 25 күн бұрын
The even, uniform quads also help with meshlet culling which is huge for opaque static mesh performance on modern hardware.
@R4v3nB14ck
@R4v3nB14ck Ай бұрын
fucking damn beautiful topology
@patek2385
@patek2385 Ай бұрын
How is this a good topology? It clearly has too many loops.
@R4v3nB14ck
@R4v3nB14ck Ай бұрын
@@patek2385 I don't know if its actually the correct way to do topology, I just said it looked beautiful i'm not a 3d modeler expert either, even this is better topology than my model's
@patek2385
@patek2385 Ай бұрын
@@R4v3nB14ck good topology would be if the straight walls had no loops and less or none vertices. Windows would be connected via 4 lines only (on each corner). We wouldn't see any quads whatsoever. The topology shown in the video would be great if it was inside 3d modeling software only.
@R4v3nB14ck
@R4v3nB14ck Ай бұрын
@@patek2385 But think about it, they actually need those loops for the Game Engine, do you think It could have been made better? I mean maybe there are not bad topologies if you have a reason to do it that way, just like music
@patek2385
@patek2385 Ай бұрын
@@R4v3nB14ck Probably they had no choice, limitations of the game engine.
@sivaram6788
@sivaram6788 16 күн бұрын
Love this explanation! Industry intel are very rate to find on youtube.
@EMC3D
@EMC3D 15 күн бұрын
Cheers chap!
@junechevalier
@junechevalier 4 ай бұрын
I still don’t quite understand what you meant by blending the texture more evenly. Can you make another video explaining it?
@davidwest7190
@davidwest7190 Ай бұрын
Basically, say you have 2 textures, brick and moss. You start my covering the mesh in bricks, then to make your mesh more unique you want to paint some moss on it. There are a few techniques to do this but the most common is to do vertex painting, which is where you assign some weight to each vertex to use the moss texture. You then get some blend between vertices assigned different weights of moss. The more vertices you have the more control you will have over the transition between the two materials/textures
@duke222222
@duke222222 29 күн бұрын
Think of the mesh grid like pixels in a texture - you need decent resolution to see your brush strokes
@junechevalier
@junechevalier 29 күн бұрын
@@duke222222 I’ve made tons of props in my career and I can still texture everything well, as long as the UV is good, it doesn’t need the topology to be that dense. Some games even require as low polycount as possible for optimization, and I can’t afford to add polyloops where it’s not necessary
@duke222222
@duke222222 29 күн бұрын
I understand, but this is specifically for vertex painting that relies on vertex density. I’m not saying it’s good or bad, just what to compare it to.
@junechevalier
@junechevalier 28 күн бұрын
@@duke222222 I think if you have denser geo, you can use more accurate vertex paint as ID mask, so that makes sense
@BornToTroll-it5ju
@BornToTroll-it5ju 24 күн бұрын
vertex-based texture blending. i thought it was called uv layering. if you want to see it done expertly i recommending tracking down and studying the Silent Hill psx1 env models. it's incredible, just 256x256 bitmaps with tiles all about 21px square each but laid out expertly for reusuability. it's really impressive how not a single pixel goes to waste.
@faryanblender8946
@faryanblender8946 25 күн бұрын
Thanks alot for all your tutorials, its like a goldmine for an game artist! One question: Do you think the walls of these houses are made with planes oder cubes? Chatgpt tells me that cubes are better because they bring a physical thickness that looks more realistic.
@EMC3D
@EMC3D 23 күн бұрын
Hi Faryan, I will answer this in an upcoming video/short, as it's a great question!
@faryanblender8946
@faryanblender8946 23 күн бұрын
@@EMC3D You are awesome!!
@humanharddrive1
@humanharddrive1 19 күн бұрын
thanks for the quick video
@EMC3D
@EMC3D 19 күн бұрын
No problem.
@kendallewis1753
@kendallewis1753 21 күн бұрын
Man, I remember a few years ago that I couldn’t understand this stuff, and now it’s like I know a second language that I’m at least decent at and developing further!
@EMC3D
@EMC3D 21 күн бұрын
That's awesome, a great sign of your skill progression that just gradually happens as you keep doing it.
@kendallewis1753
@kendallewis1753 19 күн бұрын
@@EMC3D thanks! Right now I’m learning Maya…it’s true what they say when they say it hates you. 🤣 That and it screws you a bit when you look at how Blender’s controls works. But it’s a learning curve.
@Daniel_Vital
@Daniel_Vital 4 ай бұрын
This videos are way too cool for how short they are. When you have the time, try to make something a bit more complex ^^
@raven75257
@raven75257 25 күн бұрын
Is the performance loss worth it, considering that you add so many unnecessary vertices? Wouldn't using other methods be a lot better for performance?
@Fingeroo
@Fingeroo 23 күн бұрын
Absolutely yes, if you consider the memory saved by using trim sheets.
@EMC3D
@EMC3D 23 күн бұрын
It's all a balancing game indeed. Thanks both.
@Owl90
@Owl90 3 ай бұрын
This is way too short to be any kind of useful in any meaningful way.
@cburn-YT
@cburn-YT Ай бұрын
You're either not listening or already know why ND did what they did
@1236688645
@1236688645 Ай бұрын
Perhaps you should learn some basic concepts and come back later
@Tomas-yg1xz
@Tomas-yg1xz 27 күн бұрын
I think I can make it even shorter than that. Basically they are using subdivided geometry to be able to do some pretty detailed vertex painting, which allows them to add unique details to each object (or each instance) and make things look more interesting. It really is a matter of knowing basic concepts when trying to understand a quick showcase like this.
@EMC3D
@EMC3D 23 күн бұрын
Cheers chap!
@abcdeeeeff
@abcdeeeeff 26 күн бұрын
What is the need to add subdivisions in flat objects. When they can be made with only 4 vertices
@randomnickify
@randomnickify 26 күн бұрын
Vertex painting
@EMC3D
@EMC3D 23 күн бұрын
Cheers chaps, yep and a few other things folks have mentioned in comments, vertex lighting, baking info into verts, trim mapping, etc.
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