资讯
展览资讯 大型展会 灯光节 大型盛典 赛事 中标捷报 产品快讯 热门话题 艺术节 活动 演出 新闻 数艺报道 俱乐部签约
观点
大咖专访 观点洞察 书籍推荐 吐槽 设计观点 企业访谈 问答 趋势创新 论文 职场方法 薪资报价 数艺专访
幕后
幕后故事 团队访谈 经验分享 解密 评测 数艺访谈
干货
设计方案 策划方案 素材资源 教程 文案资源 PPT下载 入门宝典 作品合集 产品手册 电子书 项目对接
  • 0
  • 0
  • 0

分享

1900万+个多边形!在VR中建立整个主题公园

2020-08-05

本文章转载于微信公众号:SUBSTANCE

SUBSTANCE | 1900万+个多边形!在VR中建立整个主题公园

Substance3D on July 2 2020 | Game,Interview,Substance Painter

本篇博文关注的是印度 3D 艺术产业系列中的一部分。点击这里阅读更多内容。

https://magazine.substance3d.com/india-special-stories-from-the-3d-industry

采访Aditya Tuknait

Sunovatech 是一家专注于为基础设施行业提供虚拟现实解决方案,软件开发,手机应用,游戏资产开发以及游戏化设计的公司。该公司通过使用先进的技术流程提供 VR 以及动画制作服务。

Aditya Tuknait作为印度Sunovatech公司的产品总监为我们介绍了他们几个最大的 VR 项目。

Sunovatech的网站

https://sunovatech.com/

我们的工作室位于新德里Kirti Nagar(https : // en . wikipedia . org / wiki / Kirti _ Nagar)。目前一起共事的艺术家有104位。

Kirti Nagar

https://en.wikipedia.org/wiki/Kirti_Nagar

我们的项目专注于 3D 基础设施的可视化:可视化城市发展的设想场景。它们可以是建筑,公共交通,城市规划,景观美化和其他基础设施。而且我们已经为全球提供了600多套可视化图像。

动画和游戏产业是印度增长最快的市场之一。有了 4G 的连接,无论是动画,电影还是游戏,都可以24/7全天候使用。

我的职业生涯起于2000年,从那时起就见证了动画产业的迅猛发展。早期的时候我们非常依赖别人教授我们建模,纹理以及制作动画的技能,或者我们不得不在网上深入挖掘一些学习教程。

现在情况不一样了;任何人都可以成为出色的艺术家。在YouTube上有数百万个视频可以帮助我们学习任何东西。在教学视频的帮助下,人们几乎可以在自家后院制作出飞机和直升机!

在未来的5年里,我觉得虚拟现实将是娱乐行业中下一个重大改革。而且相信我们将在这个沉浸式的领域中相遇并问候彼此。

印度拥有可观的人才库,但并没有为进军好莱坞做好准备。在印度需要像VFS,Gnomon,Sheridan这样的动画学院,仅仅只是举出几个例子。来自西方的专家应该参访印度并与这里的学校分享他们的技术和创新经验。

此外,宝莱坞应该在动画电影方面投入更多的预算以满足创意的需求;这将促进行业的发展。事实上,印度很多艺术学院已经将动画作为其课程教授的一部分,但它仍旧需要足够先进的内容来满足这个行业挑战性的需求。

在这里阅读更多关于印度 3D 教育的内容。

https://magazine.substance3d.c... style="color: rgb(153, 153, 153);">

卡塔尔多哈绿洲主题公园


多哈绿洲主题公园占地30000平方米(322917平方英尺),目前正在卡塔尔多哈建设中。我们已经在 VR 中创建了整个主题公园。由于主题公园的投资者希望可以看到公园的全貌,并打算在公园开放前(据《卡塔尔论坛》报道公园将很快开放(https : // www . qatar - tribune . com / news - details / id / 184707 / doha - oasis - experiential - theme - park - to - open - soon))以 VR 的方式体验公园的游乐设施。

据《卡塔尔论坛》报道公园将很快开放。

https://www.qatar-tribune.com/news-details/id/184707/doha-oasis-experiential-theme-park-to-open-soon

整个 VR 项目已经在 3ds Max 中进行建模并使用 Substance Painter 进行纹理。在这个项目中,我们特别依赖 Substance Source 在线材质库。而且已经使用1800+套贴图和材质创建了大约1334个模型。整个公园的多边形数量大约是19122358。

在创作工程中我们遇到了很多挑战,由于我们对设计的了解有限。主要需要在 VR 中展示完整的游乐设施。这使得我们的工作需要非常精细,因为每一个额外的多边形,贴图或材质都会影响帧率。我们需要在 VR 中保持最少60fps,并拥有出色的照明质量和动态人群模拟动画。

我被 Substance 中创建程序化材质和纹理的简单性所震撼,它们与任何像 Unity 或 Unreal Engine 等这样的任意游戏引擎组合都可以工作的如此流畅。在创作中使用 Substance 的主要优势是程序化纹理的速度以及可利用的庞大 Substance Source 材质库。在这里我们使用 Substance Painter 的智能材质和生成器用于生成所有的纹理。

VR公寓巡览

公寓是完全配备家具的房子,所有的细节都可以想象进入 VR 沉浸式体验。最复杂的东西当然是家具部分。沙发和床都是使用织物贴图进行纹理,所有制作的木质家具都是使用 Substance Painter 完成。

木材是非常复杂的纹理,它在家具的几何形状和设计上有着流动性。但是有了 Substance Painter,我们不必担心 UV 接缝或者如何制作匹配家具设计的木材平铺。使用 Substance Painter,我们可以很快为大多数家具和其他装饰物品创建多种纹理选择。

不要忘记,我们可以通过一个按钮灵活的更改纹理图案的比例。这是一个令人印象深刻的功能。

在VR中工作的特殊性


保持最少的多边形计数,让纹理进行重加载。你可以在法线贴图上添加重要的细节,并在漫反射贴图上添加其他精美的细节。将每个资产上的材质数量控制在最低,在这里我建议最多三个。

多边形的数量,纹理数量以及材质都会影响帧速率。另外,需要注意的是 VR 头戴式耳机所提供的帧速率比标准的实时渲染要少。

随着我们在 VR 项目上进一步发展,我们将质量水准提高很多,并且相信我们50%的作品将会使用 Substance 套件。听闻 Adobe 通过使用 Unity 或 Unreal Engine 为 VR 项目带来全新的开发,对此我感到十分兴奋。

在这里阅读更多关于印度 3D 艺术的内容。

https://magazine.substance3d.com/india-special-stories-from-the-3d-industry/

 

商业合作:meizi.yan@adobe.com

购买方式:shayla.yin@adobe.com

留言

微信扫一扫

关注该公众号


19 Million Polygons! A Theme Park Entirely in VR

This p is part of a series focusing on the 3D industry in India. Read more here.

Meet Aditya Tuknait

Sunovatech is a company specialising in Virtual Reality solutions, software development, mobile applications, game asset development and gamification for the infrastructure industry. The company provides VR and animation services using technologically superior processes.

Aditya Tuknait, Production Director in Sunovatech India, gives us insight on a few of their biggest VR projects.

SUNOVATECH’S WEBSITE

Our studio is in Kirti Nagar, New Delhi. 104 artists currently work with us. 

Our projects focus on 3D infrastructure visualization: we visualize proposed scenarios of urban development. They can be architectural, public transportation, urban planning, landscaping, and other infrastructure. We have delivered more than 600 visualizations worldwide. 

Animation and gaming is one of the fastest-growing markets in India. With 4G connectivity, digital media is available 24/7, whether it is animation, movies, or gaming. 

I started my career in the year 2000, and since that time I have seen exponential growth in the animation industry. In the early days, we were very dependent on others to teach us the skills to learn modeling, texturing, and animation – or we had to dig deep on the web to find some tutorials.

This is not the case anymore; anybody can be a fantastic artist if they have the dedication. There are millions of videos on YouTube that can help you learn anything. People are making planes and helicopters in their backyard, with the help of YouTube videos!

In the coming 5 years, I expect virtual reality will be the next big revolution in the entertainment sector. I believe we will meet and greet one another in the immersive world.

India has a considerable talent pool, but it is not Hollywood-ready. We need animation colleges here in India like VFS, Gnomon, Sheridan – just to name a few. Industry experts from the West should visit India and share their technical and creative experiences with the students here. 

Also, Bollywood should invest more in large budget animation movies to achieve creative satisfaction; this will boost the sector. As it is, many art colleges in India have introduced animation as part of their course, but still it needs to be advanced enough to meet the challenging demands of this industry.

Read more about 3D education in India here.

The Doha Oasis Theme Park in Qatar

The Doha Oasis theme park is a 30,000 m2 (322,917 sq ft) area, currently under construction in Doha, Qatar. We have created the entire theme park in Virtual Reality. The investors of the theme park wanted to see the park in full, and wanted to experience the rides of the park in VR way before its opening (soon, according to the Qatar Tribune).

The entire VR projects have been modeled in 3ds Max and textured using Substance Painter. For this project, we were highly dependent on the Substance Source online material library. We have created approximately 1,334 models with over 1,800 textures and materials. The total polycount of the entire park was 19,122,358. 

We faced many challenges during production, as we had limited information about the design. The main requirement was to show the full rides in VR. That made our job delicate, as every extra polygon, texture, or materials will affect the frame rate. We needed to maintain a minimum of 60fps in VR, with excellent lighting quality and dynamic crowd simulation animation.

I was blown away with the simplicity of creating procedural materials and textures in Substance, which work so smoothly with any game engine like Unity or Unreal Engine. The main advantage of using Substance in production is the speed of procedural texturing and utilizing the mega material library of Substance Source. We use Substance Painter’s smart masks and generators for all our texture generation.  

The apartment VR tour

The apartment is a fully furnished house, with all the details one can imagine putting in a VR immersive experience. The most complicated item to do was definitely furniture. All the fabric textures of the sofas and beds were textured, and all the wooden furniture was done, using Substance Painter.

Wood is a very complex texture, and in furniture it flows on the geometry and design. But with Substance Painter, we don’t have to worry about UV seams or how to make the wood tiling match the furniture design. With Substance Painter, we quickly created multiple texture options for most of our furniture and other decorative items. 

Not to forget, we have the flexibility to change the scale of texture pattern with a button. This is an impressive feature. 

Specificities of Working in VR

Keep the poly count minimal, let your texture do the heavy loading. You can add significant details on the normal map and other fine details on the diffuse map. Keep your number of materials to a minimum per asset – I would suggest up to a maximum of 3.

The combination of polycount, number of textures and materials affects the framerate. Also, it is important to note that a VR headset gives less frame rate than standard real-time rendering.  

As we further move in our VR projects and push the quality level even higher, I am sure that our 50% of production will be carried out using Substance products. I am very excited about hearing what new developments Adobe brings for VR projects using Unity or Unreal engine. 

Read more about 3D in India here.

阅读原文

* 文章为作者独立观点,不代表数艺网立场转载须知

本文由 “数艺网” 授权数艺网发布,已由本站编辑优化排版。 转载请务必在开头或结尾标注 “作者:XXX | 来源:数艺网”,尊重原创及授权权益。 并附上本页链接: 本站部分图文取自网络,如涉及侵权问题,欢迎通过微信 ID:d-arts-cn 告知。我们会立即核实并及时处理,感谢您的理解与监督。

新闻 VR技术 可视化 虚拟现实 沉浸式体验

21064 举报
  0
登录| 注册 后参与评论