Tuesday, October 18, 2016

A Preliminary Study into 3D Enviromnent Building



Before I begin development for my 3D environment piece, I believe it would be a good idea to look at already established examples of a 3d environment pipeline so that I can adapt my workflow to better fit within what the industry expects of me, as well as plan out a more efficient way to work.


First of all, I am looking at How to Plan Level Designs and Game Environments on World of Level Design (1). There are a few segments of this article that have caught my eye. Firstly is the story. The article suggests looking at ‘The story of your environment. What happened in the environment prior to the player getting there?’. There are also elaborations about how or why a character is in this environment but this is not as relevant to me as I am not designing this environment for any specific characters but rather for the environment itself. However, I still need to consider addressing why the environment exists and what it is for when designing it.

An image from the article demonstrating the use of focal points in Skyrim 

The second interesting point within this article is about focal points. The article dictates that there are generally 3 reasons for focal points. One reason is for a functional reason; a player is able to orient themselves around this focal point and can tell where they are in relation to the focal point. Another is for visual appeal. The final is to draw the player’s attention to a specific point. The article says this can be done through certain architectural structures or using the landscape to guide the player’s view from one focus to another. This, I feel, is incredibly important towards guiding the player through my environment efficiently and effectively.


I also decided to investigate Designing 3D Environments: Lights, Camera, Polygons? Action! (2). This article offers a few more points that may interest me when developing my own environment. First is envisioning the overall scene and using reference to drive your inspiration but also keep it grounded within reason. The article suggests ‘to consider whether you can start them as basic primitives and later replace them with higher end assets’. This is to help aid with collision and playability. Even if the environment looks stunning, there is little point to getting stuck on geometry or lagging the game because you have too much complex collision. So, when beginning to envision my environment, I should keep the geometry as close as possible to what they would look like represented as primitives so I have a better idea of how to create the pathing through it later.
Another interesting tip is toward lighting scenes. As the article states, if one is not careful, they could ‘have overblown lighting and improperly adjust textures to be too dark, or to have lighting that's too dim and adjust tons of assets to be properly visible, only to realize you've just made every asset far too bright under normal lighting conditions.’ The suggested solution is to create a dummy sphere to set up your lighting on so that you know the right balance of lighting when it comes to develop your assets for the scene. This may not matter so much in the advent of PBR shading which is a lot more engine driven but is still useful for managing and maintaining the lighting on a clean object if one feels like the mood of the environment should be changed.

An image from the article demonstrating the use of a sphere in the scene to get a feel for the lighting. The lighting on the right is too overblown which results in a large flat area, which means that assets within the scene may not be shown at their best
 
A final point from this article is considering modularity within the assets when designing your scene. You will save a lot of time designing one asset and scaling and rotating it for use elsewhere. However, one should also be careful not using it too much within one area, or have too much unique detail, else the player may notice and their immersion within a scene will be lost.


The last article I am going to look at is actually an interview with James Munroe (3), an environment artist at 343 Industries, about his work on Halo 4. This one is especially important as it gives me an eye into how a professional environment artist works on a level or environment.
The first part that stands out to me is his talking about approaching an environment given to him by the level designers. ‘I commonly get a rough layout from the designers. It is generally composed of squares and rectangles that indicate their needs for gameplay. I go in and give visual meaning to these forms…I start with a general massout, and start placing in what I would like the space to become.’ From this, we learn that generally a level starts out in the very basic primitive state to get an idea of how the gameplay will work. This ties into the earlier point from the second article about how important this first stage is to get an idea of how a player can move through an environment. Leading on from this, the artists would build onto these primitives with the shapes they want the environment to take.
Munroe goes on further to explain ‘Then, I will break down what I have into secondary and tertiary shapes. This will be more time consuming for me because this is where I design my shapes and balance my proportions. From here, it is a matter of controlling where the player needs to go…The fundamentals of focal points can be employed to great effect.’ The gist of this, I believe, is that after creating the initial block-out, one should start refining the shapes of the environment. They need to select which parts of the scene will be the major focal points and what would be the guiding focal points, balancing them and their shapes to give a cohesive flow to the piece. ‘Starting large and working down into the details works best’.


From this, I am able to deduce a general plan for how I should approach the creation of an environment piece:

Firstly, I should start with a plan of how the player can move throughout the level. This is to get an idea of how I should begin the grey-box process. This can be done with primitives to provide a walkable area, or sketched out from a plan view.

Secondly, I should start massing out the large shapes that I want in the scene, deciding where the general focus points of a scene should be and how I will utilise the non-walkable space effectively.

Then, I will begin developing these large shapes into more detailed and refined shapes, designing how the focal points will draw and guide attention from one point to the next. I should keep the shapes simple (probably as close to primitives as possible) so that I do not have issues introducing possible collision if need be. I could probably draw diagrams on top of key images of my scene to help as visual guides for when I start focusing down.

After this, I should try and get a general idea of how my scene will be lit – I will not be focusing on area lights unless this ties into a particular focal point. Since I will still be in a grey-box stage I should not need to use a sphere to preview my lighting, but it may still be useful.

Finally, I should consider and select assets that can be used best for modularity and focus on producing these first, as well as working on larger scene pieces, before narrowing down on smaller detail.

Since I have not directly approached creating a 3D environment before, this base plan gives me a broad scope of helpful information going forward, which will be needed to create a fully cohesive environment as a portfolio piece.

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