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    [GAME] Letzte Worte VR

    We’re happy to announce the full release of our noncommercial and free-to-play title Letzte Worte on Steam. Try it out, if you have access to a room-scale HTC Vive or 360° Oculus Touch setup.

    Trapped in a strange shattered world lost in fog, you take a trip down memory lane. The past not only hides memories of your relationship between you and your brother, but also the suppressed event that may has led to his death. Face your deepest fear in this built-for-VR adventure.

    I am still working on improving the visual quality, mainly for my portfolio but eventually also to include it in a future release. Comments and critiques on the atmosphere, look and feeling are highly appreciated!

    Steam: https://store.steampowered.com/app/9...tzte_Worte_VR/

    #2
    Breakdown Interior Assets

    In this post I will give a short breakdown on how the creation of an interior Asset was done for this project.



    First, environment assets are split into different areas, areas that use material layering for texturing and areas that don’t. For the door below, the blue areas are shaded by using texture layering.

    In this case, I don’t use object specific normal maps. I don’t use them for most inorganic, hard surface assets like this door. Instead I use bevels in combination with face weighted normals. This is easily possible using the Y.A.V.N.E addon (https://github.com/fedackb/yavne 8). If you are interested in game art and don’t know what it is, you should check it out. By using this method, I achieved nice shaded, flat surfaces without using object specific normal maps. This represents a dramatic decrease in texture memory.


    image
    image.png508×508 33 KB


    To add further detail, I decided to use a 2. UV set. The first regular, clean UV set is used for the masks and ambient occlusion map and the second as a trim UV Map.

    **UV1:**This UV Map is used for the object specific masks and ambient occlusion maps. It is also used to generate the lightmaps in UE4. This UV maps shows different assets combined into a single texture atlas.


    image
    image.jpg605×605 220 KB


    UV2: This UV is only used to project the trim detail onto the mesh. The UV layout does not need to be clean. The overlapping of different UV islands does not matter.


    image
    image.jpg605×605 138 KB


    To generate the trim sheet I sculpted different tillable detail strips in zBrush. zBrush offers different tools that allow tillable sculpting. The result is afterwards baked onto a plane. Later I generated this kind of trim sheets directly from Substance Designer without any manual sculpting.



    To create the masks, I use Substance Painter. I import the low Poly mesh and generate the different baked maps (curvature, object normal, thickness, position). All maps except the ambient occlusion maps are only generated to help creating the masks. The masks are then combined into a single texture using channel packing. I have created a custom export present in Substance Painter. to automatically pack them together. I also use custom channels within substance painter to create the masks. This way I can still display the result in the regular Base Color channel. How you get the masks out of substance painter is not so important. Therefore, I won’t go into further detail here.


    image
    image.png998×748 41 KB


    In UE4 I used a custom material layering material, similar to the one from Substance Share (https://share.allegorithmic.com/libraries/2125). In UE4 I use a library of different reusable base materials. All of them were created or adjusted by using the Substance Designer. These base materials can be reused across different assets. All these assets below share one small mask texture (I think it is 512x512 in the final game) and the same base materials. By tiling the base materials, it is easy to achieve high Texel densities without tiny textures. By using texture layering for the big surface areas, I reduced the texture resolution tremendously. All these assets are combined into the same texture atlas. The masks can be really low res. As they are only used to blend the tillable base materials.


    image
    image.jpg1241×995 187 KB
    pattern_LeaAssets_v2
    pattern_LeaAssets_v2.jpg2560×1115 471 KB


    The detail meshes

    The detail meshes use a more traditional workflow. They are sculpted in zBrush, textured in Substance Painter.


    1c621ecd39a0095da49c555db5de457b
    1c621ecd39a0095da49c555db5de457b.jpg1920×732 44.6 KB
    image
    image.jpg1887×897 209 KB


    I have put a lot of time and effort into getting this pipeline efficient and created several custom tools and scripts for blender.

    Comment


      #3
      Well done!

      Comment


        #4
        Thank you !

        Comment


          #5
          Since object surfaces in VR can be viewed from any distance, we have set ourselves the goal of achieving a high texel density of 1024x1024 pixels per square meter for assets and environments as well as 2048x2048 for graphics and fonts. To do so we rely heavily on Material Layering. There are different ways to use material layering, neither is it always the best choice. To help other artists, that are facing similar issues as I was, I wrote my master thesis about material layering and want to provide it to you.

          download: https://github.com/Weisl/Master-Thes...erial-Layering
          discussion: https://forums.unrealengine.com/deve...erial-layering

          Comment


            #6
            Hi WEisl,

            i guess you are german like me, but better write in english so everyone is understanding. ;-)

            Thank you for your free experience in steam. I will play it soon with a friend of mine.. We are always searching for good vr experience and yours seems to be very good.

            The suggest for better graphics in your game is about light baking. I guess you´ve done a lightbake but it didn´t went well, as i can see in the pictures above.
            I think you need a few tweaks in the lightmaps (all to be green or yellow) and in the worldsettings better values for a clean bake. What i saw yesterday, when i built my lightmaps
            is, that i have to crank up the MIN-Lightmaps settings in the objects as well to generate a new UV-lightmap. Now it looks a lot better and clearer. I thought it is ok to overwrite them in the settings until they are green, but they come out blochy. Now i put the same value in the mesh editor (like 512) and voila they looking great even with a normal bake. Took 6 hours with good world settings.

            So keep up with this and your game world will be look much better like a real world. Ok maybe only the inhouse scenarios..

            Hope i can help you with and we will stay in touch for further communications. ;-)

            Martin.
            KreatiVR:Interactive architecture visualization in 360° VR

            Follow me on:

            youtube:
            https://www.youtube.com/channel/UCi4...0nondmottOLAuw
            linkedIn: https://www.linkedin.com/in/martin-kogoy-99401a140/

            Comment


              #7

              You're right, I also speak German. Thank you for your feedback . My first test showed significantly better lightmaps with increasing min-lightmap resolution. If you think about playing the game, wait until next week. We will release an update this weekend. matthias

              Comment


                #8
                Originally posted by WEisl View Post
                You're right, I also speak German. Thank you for your feedback . My first test showed significantly better lightmaps with increasing min-lightmap resolution. If you think about playing the game, wait until next week. We will release an update this weekend. matthias
                Hi, yes i will do so.. Good to help you out with this.. My eyes where opened after i did this and my rooms now looks a way better with that. I always wondered why mine didn´t look the same as in the youtube tutorials and so on. Now i know..

                Off-Topic: How do you get the game from unreal to steam.. I mean, you need a developer account in steam and then you just copy your runtime folders generated from unreal to steam? Or is there a converter that makes the game steam friendly. Today i can put a unreal exe into steam, but only i can play the game/experience not another person. That´s why i wanna know it, if it is simple to explain. Thanx for your help and keep up to produce more VR-games. ;-) Martin.
                KreatiVR:Interactive architecture visualization in 360° VR

                Follow me on:

                youtube:
                https://www.youtube.com/channel/UCi4...0nondmottOLAuw
                linkedIn: https://www.linkedin.com/in/martin-kogoy-99401a140/

                Comment


                  #9
                  Originally posted by KreatiVR View Post

                  Off-Topic: How do you get the game from unreal to steam.. I mean, you need a developer account in steam and then you just copy your runtime folders generated from unreal to steam? Or is there a converter that makes the game steam friendly. Today i can put a unreal exe into steam, but only i can play the game/experience not another person. That´s why i wanna know it, if it is simple to explain. Thanx for your help and keep up to produce more VR-games. ;-) Martin.
                  I have no idea how it works. Our developer bianca does everything that has to do with steam. I do only have a developer account to test our game. I know she uses a tool that makes it easier to port it to steam. I will ask her this weekend.
                  matthias

                  Comment


                    #10
                    Originally posted by WEisl View Post
                    I have no idea how it works. Our developer bianca does everything that has to do with steam. I do only have a developer account to test our game. I know she uses a tool that makes it easier to port it to steam. I will ask her this weekend.
                    matthias
                    Hi,
                    so did the update work ? I googled bianca and saw you are from austria like me.. But i am living now in germany. ;-) Do you have some info about the transfer to steam?
                    Thank you and keep us informed about the update. ;-)
                    Martin.
                    KreatiVR:Interactive architecture visualization in 360° VR

                    Follow me on:

                    youtube:
                    https://www.youtube.com/channel/UCi4...0nondmottOLAuw
                    linkedIn: https://www.linkedin.com/in/martin-kogoy-99401a140/

                    Comment


                      #11
                      Hi,

                      we released the update . We do have a developer account for steam. And we use the SteamPipe GUI to upload everything. In steamwork you can then make the release public. The documentation is here:

                      https://partner.steamgames.com/doc/gettingstarted

                      If you have further questions I can establish contact with bianca.

                      matthias

                      Comment

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