Example
Example
Alena Mikushina
August 2020
BACHELOR‘S THESIS ASSIGNMENT
Guidelines:
Bibliography / sources:
[1] Jason Gregory. Game Engine Architecture (3rd edition). CRC Press, 2018.
[2] Michael Schwarz and Pascal Müller. 2015. Advanced procedural modeling of architecture. ACM Trans. Graph. 34, 4,
Article 10, 2015.
[3] McDermott, W. M. 'The Comprehensive PBR Guide by Allegorithmic, vol. 1.”, 2015.
[4] Daniel Hanák. Tvorba realsitického prostředí pomocí fotogrametrie. Bakalářská práce, ČVUT FEL 2019.
[5] Tomáš Kraus. Přesný 3D model společných prostor DCGI. Bakalářská práce, ČVUT FEL 2014.
[6] Jana Kejvalová. Procedurální generování 3D modelu dle mapových podkladů. Diplomová práce, ČVUT FEL 2019.
Date of bachelor’s thesis assignment: 11.02.2020 Deadline for bachelor thesis submission: 14.08.2020
.
Date of assignment receipt Student’s signature
List of Figures v
1 Introduction 1
2 3D Modelling 3
2.2.3 Sculpting . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.2.5 3D Scanning . . . . . . . . . . . . . . . . . . . . . . . 12
3.2.1 Advantages . . . . . . . . . . . . . . . . . . . . . . . . 29
3.2.2 Disadvantages . . . . . . . . . . . . . . . . . . . . . . . 31
i
3.3 Art Fatigue . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.2.1 Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.2.2 Grid . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
4.2.3 Footprint . . . . . . . . . . . . . . . . . . . . . . . . . 54
4.2.4 Pivot . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
4.2.5 Tiling . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
4.3.1 Windows . . . . . . . . . . . . . . . . . . . . . . . . . 55
4.3.2 Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
4.3.3 Stairs . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
4.3.4 Cornices . . . . . . . . . . . . . . . . . . . . . . . . . . 60
4.3.5 Pillars . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
4.3.6 Walls . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
4.3.7 Gables . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
5 Results 69
ii
5.1.1 Windows . . . . . . . . . . . . . . . . . . . . . . . . . 69
5.1.2 Doors . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
5.1.3 Stairs . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
5.1.4 Cornices . . . . . . . . . . . . . . . . . . . . . . . . . . 75
5.1.5 Walls . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
5.1.6 Pillars . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
5.1.7 Gables . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
6 Conclusion 79
Bibliography 81
iii
iv
List of Figures
2.2 The 2013 Pixar film Monsters University was the first animated
film to use ray tracing for all lighting and shading. . . . . . . 4
v
2.15 3D landscape scanning . . . . . . . . . . . . . . . . . . . . . . 12
2.18 Shape rules as text and graph used for generating a window
model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.8 Dwemer Ruins kit combined with Ice Caves demonstrates how
modular assets can be reused and mixed together to create
new environments, The Elder Scrolls V: Skyrim . . . . . . . . 29
3.9 Level designers often work with placeholders to create the base
game level layout (blockout). Abandoned Library by Jonah
Pankonin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
vi
3.10 Instances of warriors in Total War: Attila with decals (tattoos,
dirt) and gribbles (beards). . . . . . . . . . . . . . . . . . . . 31
3.12 Tips on how to make the modular level layout look less generic.
Bethesda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.14 Notice how lights and shadows add more detail to the otherwise
dull concrete environment. Portal 2: Aperture Laboratories. . 34
3.15 Compare how the same four colours (orange, light blue, light
and dark grey) can create different look and feel of the envi-
ronment depending on how artists used them. . . . . . . . . . 35
3.20 Lego brick’s dimensions and a Bike shop from LEGO modular
buildings series. . . . . . . . . . . . . . . . . . . . . . . . . . . 38
3.26 Example of a uniform kit and a kit with extra height and
equilateral base . . . . . . . . . . . . . . . . . . . . . . . . . . 42
vii
3.28 Pivots of the model in Maya, Unity, Unreal and Blender re-
spectively. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
3.34 The Witcher 3: Wild Hunt - Blood and Wine DLC by Maciej
Caputa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
4.6 Below are walls divided into various sizes and windows with
their unique dimensions and positions on the wall. Tiny num-
bers on the facades indicate the amount of grid space each
component occupied. . . . . . . . . . . . . . . . . . . . . . . . 53
4.10 Some windows from reference images were cut and sorted
according to their shape, size and style. . . . . . . . . . . . . 56
viii
4.11 Example of each frame head shape . . . . . . . . . . . . . . . 56
4.14 Example of the pivot point position of the window and uv-
unwrapping nodes with a test texture applied to the model. . 57
4.18 Example of the methods used to create rails for the stairs. . . 60
4.19 Example of the pivot placement for the stairs and the unwraped
uvs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
4.22 Example of several wall assets, that would be needed for the
project to create building facades. . . . . . . . . . . . . . . . 62
4.24 Door, window and corner wall assets with checker board textures. 63
4.27 The transform node that rotates a model 90 degrees along the
x-axis, followed by the Save Geometry panel . . . . . . . . . . 65
4.29 Example of a group delete node that helped to fix the problem
with an asset being divided into several parts inside the Content
Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
ix
4.30 Example of the door object in Unreal Engine with invisible
geometry on the right and the possible solution with setting dif-
ferent parameter for detriangulation performed by the boolean
node. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
4.31 (from right to left) A reference image for the building, the
final model and its front view representation on the grid inside
Unreal Engine. Highlighted in orange are unique assets, while
the rest of purple-ish geometry are their instances. . . . . . . 68
5.3 Example of the paraeters menu, network box and a frame head
model of the window. . . . . . . . . . . . . . . . . . . . . . . . 70
5.4 Example of the parameters interface with set values on the left
for the window model on the right. . . . . . . . . . . . . . . . 71
5.6 Example of the node-grap used for the modular door asset . . 73
5.8 On the left are parameters with set values for the door model
on the right . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
5.9 Example of the paraeters menu, network box and a grills for
the door lite . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
5.13 Node graph and parameters menu for the modular wall asset
inside the window geometry node. . . . . . . . . . . . . . . . 76
x
5.14 Procedural graph for a pillar asset and its parameters, with
example of different symmetry variants and their effects on the
object’s geometry . . . . . . . . . . . . . . . . . . . . . . . . . 77
5.15 Example of two different shapes for a “hat” and side frame of
a gable with a node graph and parameters for both assets . . 77
xi
Chapter 1
Introduction
The technological advancements in the field of computer graphics over the past
decades have facilitated a significant increase in the visual fidelity achievable
withing real-time game environments. As a result, vast, flourishing worlds
with areas that cover hundreds of virtual kilometres have practically become
an industry standard (Figure 1.1).
Figure 1.1: Game environment art in Horizon: Zero Dawn by Ryan Spinney.
In order to keep up with the ever-increasing player’s demand for more realistic
details and variety, artists have to continually work on achieving even higher
visual standards by implementing new modelling techniques and production
methods into their workflow.
One particular approach that has been adopted by the majority of game
studios - Bethesda, Ubisoft, EA, and BioWare, to name a few, is based on
the modular design paradigm.
1
.....................................................................
While modularity, in general, has been around for many decades in disciplines
like science, technology and culture, the particular techniques and skills
associated with the modular concepts employed in computer games are still
not well defined. As a result, artists who want to adopt this approach into
their workflow are often left with very little to guide them.
The main goal for this thesis, therefore, would be to provide valuable insight
into the modular workflow, through a thorough investigation of techniques and
guidelines provided by the industry professionals followed by the practice-led
research into the benefits and limitations of this method.
2
Chapter 2
3D Modelling
The first advancement in the history of 3D modelling came with the intro-
duction of Sketchpad, also known as ’Robot Draftsman’ by Ivan Sutherland
in 1963 [6] (Figure 2.1).
Figure 2.1: (left) Ivan Sutherland using Sketchpad on a Lincoln TX-2 computer in 1963.
(right) Utah teapot print on a coffee mug.
3
............................................... 2.1. Brief History of 3D Modelling
In the 1970s at the University of Utah Henri Gouraud and Bui Tuong Phong
made several breakthroughs of their own that enhanced visual results with
revolutionary shading and rendering techniques [52].
Utah Teapot
“It is a mathematical model of an ordinary, an inside joke, a 3D equivalent
of a ‘Hello, World!’,”[55] in other words, a legend within computer graphics
community!
Four years later, Wolfgang Straßer and Edwin Catmull idpendently discovered
the z-buffer algorithm, followed by Turned Whitted and recursive ray tracing
in 1979 [14] (Figure 2.2).
What marked the next decade in the history of computer graphics was the
development of new 3D modelling techniques such as blobby models by Jim
Blinn and fractals. Additionally to that, the goal for 3D software had finally
shifted from the sole rendering of objects and scenes to character animations
[14].
By the year 1990, CAD software was widespread and tested to its limits.
With the introduction of the first IBM PC and further development in solid
3D modelling, it was finally easy and cheap to access professional programs
and hardware for any company, freelancer and hobbyist [52].
Figure 2.2: The 2013 Pixar film Monsters University was the first animated film to use ray
tracing for all lighting and shading.
Note, that these are just some of the most prominent events and advancements
in 3D computer graphics that helped to introduce numerous new technologies,
approaches, methods and means for creating 3D content.
4
CHAPTER 2. 3D Modelling ....................................................
Due to the rapid development in the field of computer graphics over the past
years, a great variety of unique modelling techniques and approaches have
emerged. However, many novice artists still tend to think of 3D modelling as
a standard poly modelling toolset with subdivisions, extrusions, and insets.
Even though the described workflow does, indeed, exist, it is but one of many
advanced and versatile modelling techniques that currently exist.
Vertices, on the other hand, often reference these points by their position in the
point list and are only present on polygons, NURBS and primitives. They can
also hold diffuse colour, alpha, texture coordinates, and normal information;
however, parameters for these attributes would be overridden if they were
already defined on points
Figure 2.4: A subdivision surface is a polygon mesh where each face has been divided into
smaller polygons to give the model a smooth appearance while retaining its general shape.
5
.................................................... 2.2. Modelling Techniques
Box modelling, often combined with subdivision surfaces (Figure 2.4), is the
most common form of polygonal modelling technique that often focuses on
manipulating whole shapes and large portions of an object at a time.
An artist then gradually refines its shape by controlling individual faces, edges
and vertices with traditional modelling tools such as face extrusion, loop cuts
and bevel.
This process of refinement and subdivision repeats until the mesh contains
enough polygonal detail to convey the intended concept of the model accu-
rately [46].
6
CHAPTER 2. 3D Modelling ....................................................
Figure 2.6: Example of an edge flow and topology of a female face by Nazar Noschenko
7
.................................................... 2.2. Modelling Techniques
Due to the smooth and minimal nature of these curves, NURBS surfaces are
particularly useful for constructing various types of organic 3D forms.
Additionally, NURBS and spline curves can be used for constructing objects
by revolving a profile curve around a central axis [46], or as other elements
in the scene (f.e. motion paths for
animation or for controlling deforma-
tions).
2.2.3 Sculpting
Therefore, artists who have mastered this technique can achieve rather im-
pressive levels of surface detail and natural aesthetics of their models and
bring character modelling, in general, to a whole new level [46] (Figure 2.10).
8
CHAPTER 2. 3D Modelling ....................................................
Figure 2.10: A digital sculpt of Jaemin Kim‘s dragon by Maria Panfilova created in ZBrush
The other way, however, includes more advanced methods such as voxels and
adaptive sculpting, which can be further divided into a multi-resolution and
dynamic topology.
Multi-Resolution Mesh
Dynamic Topology
9
.................................................... 2.2. Modelling Techniques
“This approach makes it possible to sculpt complex shapes out of a simple mesh,
rather than just adding details onto a modelled base mesh.”[7]
Voxels
While both methods of the adaptive sculpting are closely related to polygonal
modelling, with the only difference in the tools applied, sculpting with voxels
is an entirely new and significantly different technique.
Important to note, that only a set number of voxels can occupy the space of
the three-dimensional volume at a time.
Sculpting with voxels provides artists with the utmost freedom, allowing
them to build up complex objects almost from ‘nothing’, endlessly add and
subtract volume mass, and easily punch holes in the model [27].
10
CHAPTER 2. 3D Modelling ....................................................
This modelling technique was previously used mostly in situations where time
or budget did not allow for manual
creation of a fully realised 3D assets
[46] (Figure 2.13).
First is derived from the fact, that in Image-Based Modelling much like in
Digital Sculpting, the final mesh often needs to be reworked either by remesh
or retopology, which means that the artist might have to fix or create a new
UV Map for the model.
Another downside of this method is the need for extensive cleanup work since
it is not always possible to photograph the object from all angles or isolate it
from its surroundings [42].
11
.................................................... 2.2. Modelling Techniques
2.2.5 3D Scanning
Despite the great results that 3D scanning can provide, the technology for
this method is still in development and, therefore, has some serious issues,
to name a few: the algorithms are imperfect and prone to bugs, and the
hardware is costly and unusable by the majority of companies [51].
Fractals
12
CHAPTER 2. 3D Modelling ....................................................
Non-deterministic also called random fractals are most notable for modelling
different types of terrain. This process often starts with a simple surface that
is divided equally into subparts; then, new vertices are added and pseudo-
randomly displaced from the original. The displacement magnitude gradually
decreases with each iteration; therefore, towering peaks are formed at the
start of the algorithm, and only following subdivisions add fine details [16].
Grammar-Based Modelling
Shape grammars, essentially, are a set of shape transformation rules that are
symbolic and non-deterministic, meaning that they are not limited to a single
set of rules from which artist can choose [13].
13
.................................................... 2.2. Modelling Techniques
L-systems
Over the years several subsequent geometric interpretations of this theory have
emerged, which helped to turn L-systems into a versatile tool for modelling
various types of foliage and trees [40]. Besides, modern L-systems can also be
used for generating streets and buildings [23].
Figure 2.18: Shape rules as text and graph used for generating a window model
As the name suggests, the second step of the process interprets the letters of
the last generation of string to create the final geometry [23].
14
CHAPTER 2. 3D Modelling ....................................................
Implicit Surfaces
F (x, y, z) − I = 0, I ∈ R
Here, the function F is the scalar field function, that determines the value at
every point in space due to some underlying primitive geometric objects (e.g.,
points, line segments, and polygonally bounded planes) [35]. Different surface
shapes, depending on the function F, can be achieved by merely changing
the value of I; hence the term “iso-surface”.
The first technique uses primitives defined around a single point to create
15
.................................................... 2.2. Modelling Techniques
The second, skeletal primitives, define primitives around rigid skeletons, such
as lines, curves, polygons or points.
One of the most prominent features of implicit surfaces is that they offer a
rather compact representation of a model, which is especially valuable when
working with complex surfaces.
Figure 2.21: Fighters by Mohamed Chahin with subdivided objects and metaballs created
in Blender
Implicit surfaces are widely used in the fields of computer simulation and
physically-based animation [35] and can even be applied to character modelling
(Figure 2.21) and animation [15].
16
CHAPTER 2. 3D Modelling ....................................................
Figure 2.22: Paint Splashes: Particles, Smoke Sim and Metaballs in Blender by Gleb
Alexandrov
Volumetric Modelling
The most significant advantage of this method is that the small amount of
input data is needed to create complex volumetric phenomena [15].
Simulations
There are many kinds of digital simulations, each with a unique purpose.
Some of the most popular include cloth, particles, soft body, fluid and smoke
simulation. Often the result of these techniques can be used as a stand-alone
animation, scene or an object [42] (Figure 2.22).
2
visual effects
17
................................................... 2.3. 3D Modelling Software
Particles
Autodesk Maya
Many big AAA game development studios rely on Maya as an essential part
of their asset production pipeline [24].
Its vast feature set includes 3D modelling with different types of objects (poly-
gons, NURBS, and subdivision surfaces), particles, hair, solid body physics,
cloth, fluid simulations, lighting, shading, rendering and, most importantly,
advanced character rigging and animation. The latest release of Maya also
includes Bifrost procedural effects that use graphs and dynamic solvers to
create stunning effects; Arnold RenderView system for photo-realistic renders;
remesh and retopology tools.
18
CHAPTER 2. 3D Modelling ....................................................
Over the years 3ds Max has been employed by many notable game studios
including Ubisoft, Eidos-Montreal and Activision [24].
Like Maya, it boasts a very robust toolset for modelling, fluid and cloth
simulations, hair, fur, VFX, skinning, rigging, animations and a vast range of
rendering systems, including Renderman by Pixar, mental ray and Arnold.
Another prominent feature of 3ds Max is the spline system that is regularly
regarded as the best of its kind [30].
3ds Max is equipped with tools that support both direct and procedural
modelling approaches [25], and work with different types of models, such as
conventional polygon construction, NURBS and patch surfaces [37].
It further provides its users with a wide variety of plugins to make up for
any shortcomings it might have. Even though these third-party modules can
often significantly enhance the modelling process, there is always a fear that
some of them might cause crashes and unstable system behaviour instead.
Autodesk Mudbox
In addition to that, its feature set includes dynamic tessellation, map baking,
retopology and texture painting with a layer-base workflow [21].
Modo by Foundry
Since its release in 2004, Modo has rapidly grown from a basic subdivision
surface modeller to the fully-featured digital content creation program [25].
It is considered to be one of the fastest modelling software in the industry,
with a highly customisable and user-friendly interface.
Among its other most prominent feature are tools like photo-realistic viewport,
progressive renderer, WYSIWYG look-dev for Unity and Unreal, and Tool
Pipe for creation custom modelling tools through the combination of already
19
................................................... 2.3. 3D Modelling Software
existent.
Modo is currently used primarily by small indie studios like Wooga [20] - a
mobile game company.
Cinema 4D by Maxon
Even though it is primarily designed and used for creating perfect motion
graphics, visual effects and illustration, it can still satisfy the needs of game
artists.
LightWave by NewTek
Since the first updated version of the 3D modelling package was finally
introduced at the start of 2019 after the app lay fallow for several years, new
features such as a built-in Bullet, Hypervoxels, and ParticleFX were added
to its toolset [47].
20
CHAPTER 2. 3D Modelling ....................................................
ZBrush by Pixologic
The only major downfall of ZBrush is in its workflow and user interface; both
are not intuitive and hard to master, especially for a beginner [25].
Rhinoceros 3D
Its current version can sculpt objects, adapt LIDAR scans, work perfectly with
meshes from other systems and even render scenes and complex animations
using raytracing, as well as other tools and features one would expect from
the 3D modelling software [19].
Note
21
................................................... 2.3. 3D Modelling Software
Blender
Blender is the free and open-source 3D creation suite that has been around
since 2002 [19].
Over the years it has built the large community with more than 500 000
downloads per month, an army of artists, teachers, and enthusiasts behind
its continued development [30]. As a result there is not a single aspect of
graphics pipeline that Blender cannot incorporate [47].
With its most recent update, Blender 2.8 got a more consistent and polished
user interface, high-quality viewport and real-time interactive rendering
powered by EEVEE [25].
Even though Blender is not a part of the AAA game industry, yet, it is
gradually gaining more popularity among indie game developers, small and
medium studios.
In conclusion, Blender is, perhaps, the best option for new-coming artists and
game developers, since it provides the most intuitive toolset which can be an
utterly viable alternative to the majority of paid modelling programs [25].
Previous versions of Blender were also integrated with a game engine. However,
its development has been discontinued recently and removed from the official
release of Blender 2.8.
Houdini by SideFx
Houdini is, yet, another industry-standard software that ranks among some
of the best 3D modelling packages like Autodesk Maya, 3ds Max and ZBrush
[30].
22
CHAPTER 2. 3D Modelling ....................................................
Even though Houdini is equipped with tools for more traditional direct
manipulation of the model on screen, its fundamental workflow involves
artists to work with networks of connected nodes to accomplish their task.
Example
The first level /geo contains objects such as characters, props, and lights.
The second is the geometry object itself - a subnetwork that contains various
geometry nodes that define the object’s geometry.
All in all, Houdini is a solid choice for any VFX artist and CG content
developer.
3
meaning that it takes longer for an artist to become productive compared to almost
any other 3D modelling software
23
................................................... 2.3. 3D Modelling Software
According to the most recent game reel [45] published by SideFx, Houdini
has been employed by game studios of all sizes, from Indie (Figure 2.23) to
AAA, such as EA Bioware, Ubisoft, Insomniac Games, and Sega.
Figure 2.23: Everwild is an upcoming adventure video game by Rare, which demonstrates
that even small procedural modelling gradually gains popularity even among small indie
developers.
The scene file format is unique to Apprentice version and therefore cannot be
used in other software (e.g., export to 3ds Max for further refinement or use
as a digital asset in a game engine), which implies that only Houdini Engine
Education can serve as a bridge between Houdini and other programs.
24
Chapter 3
Over the decades, video game design and development has evolved into the
profitable and lucrative creative field that operates within ever-increasing
technical capabilities, which in turn fa-
cilitate the rapid growth of game en-
vironments’ visual fidelity (Figure 3.1).
Although, despite the technological ad-
vancements, the amount of detail a game
can have remains restricted by two main
factors: the time required on assets cre-
ation, and hardware limitations [18].
Figure 3.1: Wolfenstein: 1992 vs 2017
These constraints make art one of the most expensive commodities in video
games, and challenge artists and level designers to always look for a trade-
off between what is visually appealing and how much load it puts on the
hardware. Moreover, the ever-growing expectations the current generation of
players set for games’ graphics only exacerbates this dilemma (Figure 3.2).
Falling back behind these demands is a dangerous prospect for any game
studio, no matter the sizes. Therefore, artists are persistently improving their
workflow and searching for new ways to maximise system resource allocation,
aesthetic quality and make the more efficient use of the production time.
These factors have eventually led to the introduction of the modular design
paradigm into computer games.
The term “modular” itself comes from the word “module”, which means“one
of a set of separate parts that, when combined, form a complete whole [32].”
Throughout the years, the modular design approach has been applied in
several fields of science, technology, industry, and culture, each with its
nuances (Figure 3.3).
Figure 3.3: Construction of Carmel Place - the first micro-unit modular building in NY.
26
CHAPTER 3. Modular Level Design ...............................................
In games, like SimCity (Figure 3.4), Mario and Sonic, these tiles were used
to create entire levels, including buildings, landscape/terrain, and even char-
acters.
As time passed, tiling graphics had outgrown its primary role of being solely
an asset reduction technique and found a new purpose in today’s games as
an alternative strategy used to optimise textures [57].
The key principle of tile-based textures (Figure 3.5) can be described as follows:
a program dices up the object’s geometry into smaller polygons and then
assigns a different texture tile or texture coordinate transformations to each
of these pieces [57]. Additionally, several nonperiodic tiling methods can be
applied to minimise visual repetition (e.g., Wang tiles).
27
..................................................... 3.2. Modularity in Games
Artists, who adopted this approach into their workflow, were finally able to
create great-looking, high-detailed levels “without having to build and texture
every nook and cranny of the environments [36].” Scenes build from reused art,
in general, helped to save memory, significantly improve load times through
the reduction in unique draw calls, and streamline asset production [28].
Figure 3.7: Modular assets in Halo 4: Forward Unto Dawn Cryo Room by Paul Pepera
Due to these and other factors, the concept of modular level design has
eventually become commonplace in the game industry. Titles like The Elder
Scrolls V: Skyrim, Fallout 3 and 4, Assassin’s Creed series, Mass Effect and
28
CHAPTER 3. Modular Level Design ...............................................
Halo series (Figure 3.7) are just some of the examples, where modular design
techniques were implemented into the production pipeline of a studio.
3.2.1 Advantages
Level Design
The first and foremost benefit of the modular approach is the reusability
of game assets (Figure 3.8). That is the quality particularly valuable when
building large, open-world environments, like the one in Skyrim or Fallout 4,
where not having to create and import every level component for a specific
area can save a tremendous amount of time and work.[9]
Figure 3.8: Dwemer Ruins kit combined with Ice Caves demonstrates how modular assets
can be reused and mixed together to create new environments, The Elder Scrolls V: Skyrim
29
..................................................... 3.2. Modularity in Games
Game Production
From a game production viewpoint, modularity helps artists and level de-
signers to efficiently divide their work on a game level making it possible for
each group to focus on what they do best without having to wait for one
another. Meaning that things like gameplay testing, object interactions, and
other tasks outside of the art department can continue while game assets are
in production (Figure 3.9) [11].
Figure 3.9: Level designers often work with placeholders to create the base game level
layout (blockout). Abandoned Library by Jonah Pankonin
Performance
Apart from design and production benefits, the modular approach gives
developers a solution to some of the most significant hardware limitations on
the design process: memory allocation and rendering.
Since most of the objects within modular environments are usually highly in-
stantiated, it enables the full use of GPU Instancing. The core idea behind
30
CHAPTER 3. Modular Level Design ...............................................
this technique is that with each draw call only identical assets in the scene are
rendered; each instances can also have different parameters (Figure3.10), such
as colour or scale, to add variation and reduce the appearance of repetition
[54].
Figure 3.10: Instances of warriors in Total War: Attila with decals (tattoos, dirt) and
gribbles (beards).
Consequently, this approach reduces the total number of draw calls used per
scene, and, therefore, significantly improves the overall rendering performance
of the project. Besides, having multiple instances of an asset in a game level
implies that each update to the original mesh will propagate through all its
copies automatically, which in turn can save even more time and work for a
designer.
Example
A modern CPU can do around 1,000 to 4,000 batches per frame at 30 frames/sec,
meaning that only 4,000 trees will be rendered - with no CPU time left for the
rest of the game [12].
However, if that forest is built from instances of the original tree, the same
geometry will be rendered multiple times within the same batch in a single
draw call. That consequently will “minimise CPU time spent in submitting
batches and free up that time for other systems, such as physics, artificial
intelligence, and game logic.”[12]
3.2.2 Disadvantages
While the modular design approach has profound positive effects on both
performance and game development process, there are some ramifications
which are important to understand and learn how to cope with them.
31
..................................................... 3.2. Modularity in Games
Repetitive Art
One such drawback is closely related to the earlier addressed inherent nature
of modular assets - reusability - which in extreme cases can make a game
level look blocky and repetitive (Figure 3.11), taking away the authentic feel
of the environment [9].
Figure 3.11: Needless to say, how frustrated players can become due to repetitive game
levels. The Elder Scrolls V: Skyrim, Dvemer ruins
Generic Layout
Figure 3.12: Tips on how to make the modular level layout look less generic. Bethesda
32
CHAPTER 3. Modular Level Design ...............................................
Grid-based modular assets are, indeed, very restrictive when it comes to their
placement within the game environment. However, that limitation can be
easily overcome with some additional kit pieces explicitly designed with the
intent to hide imperfect tiling or overlapped geometry in places where level
designers decided to go off the grid (Figure 3.12).
Planning
Example
A single room is faster to create from assets designed to solve one particular
task, rather than combining separate modular pieces. A large building, on the
other hand, will be faster and more efficient to assemble from smaller generic
elements, such as rooms, staircases and halls.
Perhaps, the biggest challenge many artists and level designers have to face
when working modular comes from the fact that modular game environments
are often built primarily from a reused art that can quickly become repetitive
and, therefore, degrade the visual fidelity of the game.
The term “art fatigue” is commonly used to describe these situations where
repetitive geometry of environmental components becomes noticeable to a
player, and as a result, erodes the authenticity of the world [9].
However, not all game environments suffer the same fate. For example, in
33
........................................................... 3.3. Art Fatigue
areas that are generic by its nature, such as sci-fi bunkers, spaceships (Figure
3.13) and factories, it is even desirable to have some extent of repetition in
the scene.
It is arguable that players tend to relate their in-game experience to the real
world where objects rarely repeat themselves in the exact matter; in which
case, games are only deviations from realism following predictable patterns
that make art fatigue especially hard to overcome [26]. Bringing a massive
amount of detail to 3D models, however, does not necessarily have to make a
scene look more visually appealing, although, other steps might help to delay,
if not prevent completely, the onset of repetitive geometries.
Lighting
Figure 3.14: Notice how lights and shadows add more detail to the otherwise dull concrete
environment. Portal 2: Aperture Laboratories.
Colour
Using right colour tones and their combinations (Figure 3.15) across dif-
ferent objects can help further disguise duplicated details of environmental
34
CHAPTER 3. Modular Level Design ...............................................
components.
The rule of thumb is to use full and bright colours only on so-called ’hero
pieces’; that would draw players attention away from the rest of the setting,
making modular assets less noticeable [26].
Figure 3.15: Compare how the same four colours (orange, light blue, light and dark grey)
can create different look and feel of the environment depending on how artists used them.
Props
In video games, the word “prop” refers to many types of objects within an
environment. The best definition would be as follows; “a prop is anything
that supports the scene but is not part of a level layout or character set [33].”
35
........................................................... 3.3. Art Fatigue
There are two types of accessory pieces that are most commonly used in level
design: concealment and hero pieces.
Concealment Pieces
Hero Pieces
Hero pieces, on the other hand, are designed to be a focal point of the scene,
add context, create visual interest and distinguish it from a similar area
(Figure 3.17). However, as important as they might seem, these assets should
be kept to a minimum [38]. The main reason is that building a single hero
36
CHAPTER 3. Modular Level Design ...............................................
Figure 3.17: Post Apocalyptic Warehouse by Helder Pinto demonstrates a hero asset (with
a crown doodle) and some modular walls and windows highlighted for comparison.
Mix-and-Match
Finally, if a project has multiple kits, each designed specifically for a particular
location or purpose in game, techniques such as kit-bashing, kit-jamming, or
kit mashup exist to break the repetitive look of the environment.
Despite the different naming, the core idea behind all these methods is to
“mix-and-match” assets from different kits in one scene [11], as demonstrated
in Figure 3.8
37
........................................................ 3.4. Modular Assets
Figure 3.20: Lego brick’s dimensions and a Bike shop from LEGO modular buildings series.
Considering that “the design of each Lego brick is also highly specific and
that specificity is what promises it to work as a part of a system,”[11] the
analogy appears to be remarkably accurate and, therefore, is frequently used
by artists and level designers to describe the concept of modular assets.
A modular kit, on the other hand, has several interpretations across various
types of games and tools. Although, according to the analogy based on the
Legos, the level-building kit is a set of modular assets (Figure 3.20). Each
piece from the kit can be combined with itself or other modular components
to build game environments, compose more complex objects, or, perhaps,
create something original, which might exceed the boundaries of the initial
idea or intention of the designer of the kit itself.
38
CHAPTER 3. Modular Level Design ...............................................
Scale
Note that the granularity of the kit’s assets can be taken even further; for
instance, it can result in a corridor wall that incorporates several variations
of tiny modular components (Figure 3.24).
39
........................................................ 3.4. Modular Assets
This decision regarding the base scale and proportion of the kit should not
be taken lightly, however, as it can directly affect both the amount of time
an artist will spend working on the assets and the visual fidelity of the final
scene.
Figure 3.24: Concept art: Horizontal wall panels 01 by Richard Nixon for After Reset
Example
Some of the most visually demanding game environments are enclosed spaces
such as spaceships or dungeons, as they require the finest level of detail and
variety. Therefore, modular kits designed for these areas typically consist of
either multiple variants of a single piece or much smaller components than
usually, e.g. different parts of a wall (Figure 3.15a and 3.24).
Grid
Every level editing and 3D modelling program has some kind of grid system.
For example, game engines such as Far Cry, Max Payne, and Unity, use a
grid system with meter units. Id Software’s Doom series and Epic Games’
Unreal series, on the other hand, tend to work with the unit grid system [31].
While it does not usually concern an artist what kind of grid a particular
program has, for a level designer to manage a project efficiently, the grid is
fundamentally important.
To guarantee seamless and fast level design experience, it is, therefore, crucial
to set up the grid system of 3D modelling package to correspond with the one
used in a game engine before any actual work on the game environment starts.
40
CHAPTER 3. Modular Level Design ...............................................
Taking this step will ensure consistent workflow and prevent any undesired
scaling and tiling issues [17].
Further Considerations
While making sure that the object’s geometry aligns perfectly with grid lines
is important, it is also worth considering possible interactions the asset will
have with other objects in the environment and make necessary adjustments
in advances.
• If there is a chance that any other item in the scene will be placed on
top of the piece, or the asset itself is built to be stackable, its geometry
along the Z-axis should also be on the grid.
• A piece that will be pressed flush against another object (e.g., a balcony
or ledges for a building) should have all its parts that will connect to
that object aligned with gridlines as well.
• Finally, when creating a modular component of a different size than the
rest of the kit, only even divisions of the grid should be used at all times.
Footprint
“The volumetric footprint of the kit is, essentially, the grid; the size of pieces
and the shape on which they are going to snap and tile on each other.”[11]
(Figure 3.25)
The non-uniform footprint, on the other hand, gives designers more building
freedom, although can limit the ability of a piece to tile and snap back on
41
........................................................ 3.4. Modular Assets
Figure 3.26: Example of a uniform kit and a kit with extra height and equilateral base
The most reliable approach to the problem, therefore, is to change only the
height of the footprint (Figure 3.26b), which would immediately make it
possible for a designer to create a different look and feel with additional
headroom while keeping the advantages of the equilateral plane [11].
Sub-kit’s footprint
Various sub-kits of one kit do not have to share the same footprint. Al-
though, those footprints should be multiples of each other to avoid possible
complications with tiling or the kit’s ability to loop back on itself [9].
42
CHAPTER 3. Modular Level Design ...............................................
Therefore, when working with a kit, an artist should make sure that all its
components fit entirely within their allotted grid space. The only time when
a piece can occupy the absolute edge of the footprint, however, is when it is
intended to snap with another piece from the kit.
Example
Consider the wall piece built along the edge of the footprint. If an artist
attempts to create two adjacent hallways with it, there would be no room left
for the walls themselves to exist.
That would place unnecessary restrictions on a layout or result in overlaps,
and z-fight flickering (co-planar planes).
Figure 3.27: Example of a wall piece that exceeds the boundaries of the footprint
(yellow grid) provided by Bethesda.
Tiling Rules
Depending on the purpose of a kit, its tiling rules can vary. For example,
hallways tend to tile on only one axis, while rooms typically tile on two, and
an all-axis tiling kit can easily snap on itself and create spaces that stretch
out in all directions.
Pivot Point
Figure 3.28: Pivots of the model in Maya, Unity, Unreal and Blender respectively.
43
........................................................ 3.4. Modular Assets
A pivot (Figure 3.28), also the origin, is a single point in virtual space,
that represents the object’s local centre and local coordinate system, and is
primarily used for rotation, translation and transformation of the object in a
game engine and a 3D modelling software [3].
The universal rule says, that “as long as the pivot position is mathematically
accurate, it is, to a certain extent, a matter of personal preference.” [11]
44
CHAPTER 3. Modular Level Design ...............................................
Kit Elements
Modular kits are time-consuming to create, due to all the planning and
considerations they require. One way to minimise the time spent building
them is to determine early on which modular components will be needed to
create the desired environment and how important they are.
• Utilitarian Core Pieces - walls, floors, staircases - all the parts needed to
create a basic layout, establish the flow of a game environment (Figure
3.23).
Figure 3.30: Modular House kit by Knife Entertainment with some highlighted elements.
Therefore, the best practice is to focus on the core pieces first and depending
on the needs of a level designer gradually work up to other two types of the
kit’s components.
45
........................................................ 3.4. Modular Assets
This approach generally saves a considerable amount of time for both level
designers and artist working on a project.
As the concept of modular level design has been used in a diverse number of
computer games of various genres and styles, artists and game studious have
developed several approaches and techniques tailor-made for their unique
purposes, which they continue to innovate toward more flexible and reliable
systems.
Planar
The planar method is, arguably, the most popular technique in the game
industry. As the name suggests, planar modular assets are single-sided
uniform modules that can be snapped together in a ’jigsaw’ style to build
modular environments [18].
Figure 3.31: Assassin’s Creed Odyssey: Rich Villas Architectural Kit by Olivier Carignan
Examples of these assets can be found in games like Skyrim, Assassin’s Creed
series (Figure 3.31), Dark Souls 3, Bloodrayne 2, Fortnite, and many others.
The key advantage of the planar method is that it is fast to develop and
46
CHAPTER 3. Modular Level Design ...............................................
However, despite the higher level of control over the scene achieved through
the use of small interchangeable parts, the workflow of level designers became
significantly more timeconsuming (Figure 3.32).
Box
However, areas filled with these assets are more prone to the onset of art
fatigue, and therefore, require more time and resources spent on concealing
repetitive geometries.
47
........................................................ 3.4. Modular Assets
Figure 3.34: The Witcher 3: Wild Hunt - Blood and Wine DLC by Maciej Caputa
Hybrid
Another approach proposed by the team of artists and level designers from
Bethesda is based on concepts of the planar method and the power of prefabs.
In other words, planar pieces are often assembled inside an engine into
complete modular components - boxes [11].
This new way of assets creation is said to be beneficial for both level designers
and artists, as all modular pieces remain highly granulated and yet, similar
to the box method, the total count of unique assets placed in a scene is
significantly reduced.
At this point, however, it is hard to judge how well this method performs in
comparison to other techniques since it is known to be implemented in only
one game so far.
Clamshell Method
A clamshell method is an intermediate step between planar and box methods
which combines small single-sided modules into bigger, more detailed modular
components (Figure 3.32). Each such asset often represents a particular part
of a game level or an architectural structure.
While this approach decreases the total amount of separate objects in the scene,
reducing the time spent on building the game environment, it requires artists to
produce more unique assets to accommodate all needs of level designers [11].
48
Chapter 4
Combining Procedural
Techniques with Modularity
The first step of the project was to determine its theme and chose the right
tools that would aid in achieving the desired results.
Even though sci-fi corridors, spaceships and dungeons are some of the most
49
............................................ 4.1. Defining the Scope of the Project
popular examples of environments that work best with modular concepts, they
were quickly dismissed from consideration mostly due to personal preferences.
Instead, it I have decided to create modular assets suitable for constructing
buildings similar to those found in Amsterdam (Figure 4.1).
The next step was to collect as many reference images as possible (Figure
4.2) since a good reference collection can not only give inspiration and shape
a better idea about the project but also can help to solve some problems
concerning its creation visually [1].
As for the tools, the majority of articles found regarding modular design uses
polygonal modelling techniques, sometimes combined with digital sculpting.
While those have proved to be sufficient for achieving desired visual fidelity of
modular assets, the overall look, dimensions and number of kit components
50
CHAPTER 4. Combining Procedural Techniques with Modularity
were often limited to what an artist regarded as most appealing and significant
to include.
Therefore, the final scope of the project was set to create a building kit, which
would consist of procedurally generated modular assets suitable for a first or
third person game.
The next step of the project was focused on implementing all the modular
techniques discussed in the Section 3.4.1.
4.2.1 Scale
Figure 4.3: Modular Assets for a Commercial Modular Street Pack by Finlay Pearston.
51
........................................... 4.2. Planning the Modular Environment
Figure 4.4: Example of modular assets needed for the building kit.
Determining the proportions of these assets, was perhaps, the first significant
challenge of the project, as the dimensions of the windows would vary from
small basement awnings to windows as large as doors and even higher.
The primary strategy was, therefore, to take a reference image, put a grid
over it and outline parts of the facades; then measure the space occupied by
each of these elements and compare the results gathered from other images
(Figure 4.5).
Unfortunately, all that this approach did was consuming a significant amount
of time, without yielding any useful information (Figure 4.6).
52
CHAPTER 4. Combining Procedural Techniques with Modularity
Figure 4.6: Below are walls divided into various sizes and windows with their unique
dimensions and positions on the wall. Tiny numbers on the facades indicate the amount of
grid space each component occupied.
4.2.2 Grid
The grid system was set to 16cm increment in both Houdini and Unreal
Engine to ensure a smooth workflow between both programs (Figure 4.9).
Since some references included images with people standing next to buildings,
it was possible to approximate the size of various facade component according
to the average height of men, women and even children (Figure 4.7). These
results were then combined with some standard dimensions found for doors
and windows.
Figure 4.7: Example of using reference images with people to determine assets dimensions
The last stage of the process was performed in the Unreal Engine with a
mannequin model for reference, which is roughly 180cm height, stairs and
two boxes, that substituted for a window and a door asset (Figure 4.8).
53
........................................... 4.2. Planning the Modular Environment
Figure 4.8: A scene in Unreal Engine with two mannequins, several stairs of different
heights and number of steps, a door and a window box (top left corner behind the
mannequin.)
After several experiments with various grid spacing settings, maximum and
minimum proportions of models required for the kit, and tests performed on
the assets ability to snap on each other, it became clear that 16cm icrement
for the grid space would be the ideal number ruquired by the scope of the
project’s environment.
Figure 4.9: Grid system settings on the left in Houdini, on the right in Unreal Engine. A
mannequin model was used in both programs for size reference.
4.2.3 Footprint
For the kit’s footprint, I have decided that an equilateral cube would look
too generic and destroy the authentic look of the facades. Therefore, another
54
CHAPTER 4. Combining Procedural Techniques with Modularity
type of footprint, as described in the Section 3.4.1, was chosen. It was hoped
to provid a reliable tiling of assets on the plane along x and y-axis with
additional headroom for buildings to grow along the z-axis.
4.2.4 Pivot
For the majority of modular assets in this project, the bottom left corner
of the object’s geometry proved to be the ideal position for the pivot point.
However, some exceptions to this rule accured later during the project, which
would be covered in the following sections.
4.2.5 Tiling
This section would cover each step of the production process for all the
modular kit’s components from the planning to the actuall modelling inside
Houdini.
4.3.1 Windows
The first step was to determine what types of windows would be needed to
create a believable game environment.
55
.................................................... 4.3. Creating Kit Elements
Figure 4.10: Some windows from reference images were cut and sorted according to their
shape, size and style.
The process shown in Figure 4.10 helped to identify six most common types
of frames: simple, with either transom or mullion and three combinations of
the last two (Figure 4.12). Additionally, frame heads were also divided into
several shapes: straight, elliptical, round and a combination of an arch with
straight corners (Figure 4.11).
Before creating a procedural, modular asset, after studying some of the main
features of windows, another thing to consider was how the model would
56
CHAPTER 4. Combining Procedural Techniques with Modularity
This step was then followed by the modelling process of each part of the
window separately. When these elements where finished, they were combined
57
.................................................... 4.3. Creating Kit Elements
into the final model with boolean and merge nodes used according to the
particular need of the geometry.
The pivot point for the window was then put at the bottom left corner of
the wall footprint. As seen in the Figure 4.14a, the placement of the model’s
origin is slightly shifted compared to where the actual geometry. Despite
how strange and unusual it might seem, in practice, the asset’s tiling and
snapping worked just the way it was expected.
The unwrapping of the model was also done procedurally with the uv-unwrap
and uv-layout nodes (Figure 4.14b).
4.3.2 Doors
The planning phase for the door asset was very similar to the window asset. It
started with gathering as much information as possible from reference images,
then deciding on what types of parameters would be needed and how many.
Same rules as for the window’s tiling, footprint and pivot position were
applied to the door.
Copying the workflow from the window asset first was created a plane, which
represented the maximum extent to which the door’s geometry could grow.
Then the pivot point’s position was set to the bottom left corner of the wall’s
geometry. Finally, the model was uv-unwrapped with a checker board texture
applied to it for testing purposes (Figure 4.15).
For frames around panels and door lite, a separate subnetwork was created,
which included around 44 different curves that could be swept along the line
of the frame to create the desired geometry (Figure 4.16).
58
CHAPTER 4. Combining Procedural Techniques with Modularity
Figure 4.16: Example of the moulding profile subnetwork graph, its parameters and the
final look of the frame around door panels.
That subnetwork then was used throughout the project whenever it was
needed with some modifications made either to the curves it included or some
other parts of the graph to suite specific needs of the particcular model.
4.3.3 Stairs
Since stairs were already used as a scaling reference object in Unreal Engine,
it was possible to skip the planning part of the process and dive into modelling
right away.
The staircase, steps and the top platform were all created procedurally, using
similar tools and techniques as for the first two assets. However, the rail post
was instead modelled manually by gradually extruding and scaling faces of
the cube’s geometry (Figure 4.17).
Figure 4.17: Example of the modelling technique used to create rail post for stairs.
59
.................................................... 4.3. Creating Kit Elements
Then the sweep node was used to create rails by sweeping the shape created
from the curve along the line (Figure 4.18).
Figure 4.18: Example of the methods used to create rails for the stairs.
The pivot point for the stairs was placed at the bottom left corner of the
platform, on the side, which would be close to the building wall (Figure 4.19).
4.3.4 Cornices
After the thorough study of reference images, I have noticed that cornices, in
general, does not have to be limited to large individual pieces that can be
only used on the uppermost part of a building. Smaller variants of the same
asset might work as rims or even door frames, consequently, saving time and
effort needed to create unique assets for each purpose.
60
CHAPTER 4. Combining Procedural Techniques with Modularity
The pivot point was set to the bottom corner of the left side of the geometry
for all variants of the cornice asset.
4.3.5 Pillars
Modelling of a pillar asset was one of the easiest and the most straightforward
processes.
4.3.6 Walls
How to create a wall asset was the topic left unanswered for a long time,
almost until the very last stages of the project were approached.
The original idea was to build walls around doors and windows with extra
space left on both sides along the x and y-axis. However, after many hours of
drawing over reference images, it became clear that even though this approach
61
.................................................... 4.3. Creating Kit Elements
often works for the majority of building kits, this particular project would
require some out-of-the-box thinking.
Figure 4.22: Example of several wall assets, that would be needed for the project to create
building facades.
Walls were then created as single-sided pieces from the simple plane geometry.
For each of four variants, its geometry was placed on the extremities of the
footprint to provide a seamless tiling with other similar assets (Figure 4.23).
Doors and windows were cut from the surface of the piece with a boolean
node.
62
CHAPTER 4. Combining Procedural Techniques with Modularity
The pivot point was placed on the bottom left corner, with an exception
made for a corner piece (Figure 4.23); and finally, all faces of the assets were
UV unwrapped (Figure 4.24).
Figure 4.24: Door, window and corner wall assets with checker board textures.
63
.................................................... 4.3. Creating Kit Elements
4.3.7 Gables
At first, it seemed that all four variants would have to be modelled individually.
However, after a closer look, it became clear, that some shapes, such as neck
and stairs could be assembled from assets that are already a part of the
modular kit (walls, cornices and pillars).
Gables were then further divided into two parts: a side frame and a “hat”, to
provide more flexibility and variety without having to create countless unique
assets.
All parts of the gable were modelled procedurally from a simple line and a
plane. The workflow was very similar to rails, cornices and pillars.
What stood out, however, was the placement of the pivot point and how
assets geometry would fit into the footprint.
First, the pivot - its position was set at the bottom left corner of the plane
below the frame for the “hat” (Figure 4.26a), and at the right bottom corner
for the side piece (Figure 4.26b).
64
CHAPTER 4. Combining Procedural Techniques with Modularity
(a) “Hat”
Figure 4.26: Example of a pivot point position, footprint and UV maps for each part of the
gable’s comonents
What was uncommon for the footprint, is that in contrast to other assets, all
components of the gable were created inside this imaginary grid space with
both front and backside stretched equally to its extremities.
After all procedural assets were finished, the next question was how to export
them into the Unreal Engine, as all the work was done in the Apprentice
version of Houdini, which came with-
out any support for exporting .fbx
files or digital assets.
First was the difference in the coordinate system used in Houdini (Y-up
right-handed) and Unreal Engine (Z-up left-handed). Houdini Engine would
65
........................................... 4.4. Assembling a Scene in Unreal Engine
typically take care of the conversion between these systems; however, since
none was available at the time, another approach was required.
After several trials and errors, I have found, that translation node with 90
degrees rotation along the x-axis was enought to successfully solve the problem
(Figure 4.28).
Figure 4.28: Comparison between a wall corner asset inside Houdini (left) and after it was
imported into the Unreal Engine with 90 degrees rotation along the x-axis (right).
When several assets were finally imported into the scene, I have noticed
that some of these objects were divided into multiple parts inside the
content browser. As it was discov-
ered later, the cause for this problem
was various geometry groups that
were used inside each node tree in
Houdini to distinguish between dif-
ferent parts of the model (Figure
4.29). To clean-up all undesirable se-
lections and groups a ”delete” node
was added to each graph.
66
CHAPTER 4. Combining Procedural Techniques with Modularity
Figure 4.30: Example of the door object in Unreal Engine with invisible geometry on the
right and the possible solution with setting different parameter for detriangulation
performed by the boolean node.
Before creating a final modular kit, it was important to test how each
procedurally generated model would behave in an actual game environment.
For this purpose,I have decided to build a simple test scene with a single
building in it.
The overal process of assembling the facade in Unreal Engine was perhaps
the smoothest and the most enjoyable part of the project.
67
........................................... 4.4. Assembling a Scene in Unreal Engine
Figure 4.31: (from right to left) A reference image for the building, the final model and its
front view representation on the grid inside Unreal Engine. Highlighted in orange are
unique assets, while the rest of purple-ish geometry are their instances.
Compared to the reference image, the final model of the facade did lack some
detail, primarily due to the fact that no textures were provided for these
assets, as their creation was out of the scope of this project.
The overall visual quality of the building’s facade, however, was satisfying, as
it was possible to achieve the utmost resemblance between the 3D model and
its real-world counterpart.
68
Chapter 5
Results
This section will provide a short description for each modular asset in terms of
statistics regarding the number of nodes inside each procedural graph system
and how many modifiable parameters each of them have.
5.1.1 Windows
The procedural window asset was created with a total number of approxi-
mately 443 nodes (Figure 5.2) and 51 parameters (Figure ??).
Figure 5.1: Example of the parameter description menu, where rules were set for some
parameters to ensure that they would be rendered only when needed.
The interface of the node, which holds all these parameters, was implemented
in the way that is hoped to be intuitive and easy to use (Figure 5.1).
69
.............................................. 5.1. Procedural Systems for Modular
Assets
A network box was put around each section of the graph responsible for
creating a particular part of the model (Figure 5.3).
Figure 5.3: Example of the paraeters menu, network box and a frame head model of the
window.
The naming of these boxes, as well as some nodes inside of them, was set to
70
CHAPTER 5. Results ........................................................
Figure 5.4: Example of the parameters interface with set values on the left for the window
model on the right.
With only a couple of clicks and in less than a minute, it was possible to
create a couple of windows according to a randomly selected reference image
(Figure 5.5).
71
.............................................. 5.1. Procedural Systems for Modular
Assets
5.1.2 Doors
Around 526 nodes were used to create the door asset, the number significantly
larger than the one needed for the window (Figure 5.6).
72
CHAPTER 5. Results ........................................................
Figure 5.6: Example of the node-grap used for the modular door asset
Figure 5.7: Example of the parameter description menu, where rules were set for some
parameters to ensure that they would be rendered only when needed
The interface of the parameters menu was again set concerning the needs of
the possible end-user (Figure 5.7).
73
.............................................. 5.1. Procedural Systems for Modular
Assets
Figure 5.8: On the left are parameters with set values for the door model on the right
Several network boxes were created around each section of the graph, which
was responsible for creating a particular part of the door model (Figure 5.9).
The naming of these boxes, as well as some nodes inside of them, was again
set to correspond with what user would see in the parameters menu.
Figure 5.9: Example of the paraeters menu, network box and a grills for the door lite
The result from the procedural door system was not as versatile as from the
window, as the graph and the model itself was already quite complicated it
was decided to keep the possible variations to the most necessary minimum
(Figure 5.10). Furthermore, since doors only occur once, maximum twice
on each building, the repetition between their geometry would not be as
74
CHAPTER 5. Results ........................................................
Figure 5.10: Some examples of door assets created according to the reference images
5.1.3 Stairs
Stairs were created with only 83 different nodes and required 11 parameters
to define the specific shape, size and style of the moulding, steps and the
platform (Figure 5.11).
Figure 5.11: Example of the modular stairs asset, procedural graph and parameters
interface for this model
5.1.4 Cornices
77 nodes and 6 parameters were used to create three types of cornice pieces:
cap, corner and simple tilable rim (Figure 5.12).
75
.............................................. 5.1. Procedural Systems for Modular
Assets
5.1.5 Walls
For the wall model, the total of 26 nodes and five parameters were used.
Figure 5.13: Node graph and parameters menu for the modular wall asset inside the
window geometry node.
In contrast to all the previous assets, the node graph for the wall was put
directly into the window geometry node (Figure 5.13) and then copied to the
door. This step ensured that for each window or door created there would be
no need to adjust the wall’s parameters so that the newly created geometry
would still fit into the cut.
5.1.6 Pillars
Pillars had roughly 24 nodes and five standard parameters for the height,
width depth and the shape of the model (Figure 5.14).
76
CHAPTER 5. Results ........................................................
Figure 5.14: Procedural graph for a pillar asset and its parameters, with example of
different symmetry variants and their effects on the object’s geometry
5.1.7 Gables
Each part of a gable was created separately without any dependencies that
would affect their dimensions, shape or any other parameters. However, both
a “hat” and a side frame of the gable were stored inside the same geometry
node and shared the same parameters menu.
Figure 5.15: Example of two different shapes for a “hat” and side frame of a gable with a
node graph and parameters for both assets
To create both assets a total of 106 nodes was required, and 19 different
parameters (Figure 5.15).
As hoped, the practical part of the project has helped to gain a more in-depth
insight into the advantages and disadvantages of both modular and procedural
workflow.
77
............................................ 5.3. Additional Use-Case for Procedural
Systems
The procedural approach used for the creation of these assets, on the other
hand, have provided both negative and positive results.
The tools required for this technique are rather complicated, especially for a
beginner; therefore, the process of modelling of some of the assets took an
enormous amount of time. However, compared to polygonal modelling, which
would provide a faster production workflow, once these procedural systems
where finished, it was possible to generate any amount of assets as well as
their variants in just a couple of minutes, which would be almost impossible
to achieve with any other modelling technique.
Another possible use-case for created procedural systems might be the random
generation of various assets or even the composition of whole buildings inside
Houdini.
Since, all modular assets, as well as their node-graphs, were carefully planned
and implemented so that each system would be able to provide the most
reliable result possible, there should not be any significant amount of extra
work that would be required to adopt them into a fully procedural workflow.
78
Chapter 6
Conclusion
In the first part of this thesis, we have discussed different modelling techniques,
addressed some of their most prominent features and took a look at multiple
3D modelling software.
In the practical part of this project, we have combined everything that was
discussed about modular design with the procedural modelling techniques.
79
Bibliography
81
........................................................... BIBLIOGRAPHY
[11] Burgess, Joel ; Purkeypile, Nathan: Fallout 4’s Modular Level Design.
In: Game Developers Conference, March 2016
[13] College of Earth and Mineral Sciences at The Pennsylvania State Uni-
versity (Veranst.): The Concept of Procedural Modeling. 2018. – URL
https://www.e-education.psu.edu/geogvr/node/534
[15] Ebert, David S.: Advanced Modeling Techniques for Computer Graph-
ics. In: ACM Computing Surveys 28 (1996), 12
[17] Epic Games Inc: Using Workflow Techniques and Modularity. Unreal
Engine Documentation. 2012. – URL https://docs.unrealengine.
com/udk/Two/WorkflowAndModularity.html
[19] Format Team: Our Top 19 3D Modeling Software Picks: Free and Paid.
In: Format Magazine (2019), March. – URL https://www.format.com/
magazine/resources/design/3d-modeling-software
[20] Foundry: How Wooga Games develops a creative, engaging and rich
experience with Modo. video. December 2019. – URL https://www.
youtube.com/watch?v=4Q1ar6rIMAA&feature=youtu.be
[21] Gaget, Lucie: Battle of Software 2020: Mudbox vs ZBrush. In: Sculpteo
(2019), February
82
BIBLIOGRAPHY ...........................................................
[25] Jarratt, Steve: The best 3D modelling software 2020. In: CREATIVE
BLOQ (2019), June
[27] Jones, Javis: What Are Voxels. 3DCoat Documentation. August 2019.
– URL https://3dcoat.com/manual/sculpt/81-voxels/
[28] Jones, Scott: Investigation into modular design within computer games.,
Staffordshire University, Diplomarbeit, May 2011
[31] Mader, Paul: Creating Modular Game Art For Fast Level Design.
Gamasutra blog. 2005. – URL https://www.gamasutra.com/view/
feature/130885/creating_modular_game_art_for_fast_.php
[33] Nelson, Shawn: Photoshop for Games: Creating Art for Console,
Mobile, and Social Games. Kap. Using Photoshop to Create Art for a
Mobile Game, New Riders, 2014. – ISBN 978-0-321-99020-4
[34] Nigel: Canal House Gables. Amsterdam for Visitors, Blog. – URL
https://www.amsterdamforvisitors.com/canal-house-gables/
[36] Perry, Lee: Modular Level and Component Design: How I Learned
to Stop Worrying and Love Making High-Detail Worlds. In: Game
Developer (2002), November
[38] Pinto, Helder: 3D Environment Art for Video Games: Artist Panel.
Gnomon on YouTube. 2016. – URL https://www.youtube.com/watch?
v=kGm_xhu42tU
83
........................................................... BIBLIOGRAPHY
[41] Salmond, Michael: Video Game Design: Principles and Practices from
the Ground Up. Bloomsbury Publishing, 2017. – ISBN 9781474255455
[45] SideFX Houdini: 2020 Houdini Games Reel. video. March 2020. –
URL https://vimeo.com/397201248
[46] Slick, Justin: 7 Common Modeling Techniques for Film and Games: An
introduction to 3D modeling techniques. In: Lifewire (2019), October
84
BIBLIOGRAPHY ...........................................................
85