Hi,
I’m a Technical Artist at Rainbow Studios, we make Motocross/Supercross racing games (MX vs ATV series). The event types are 70% indoors, like in Football/Baseball stadiums and 30% outdoors.
We recently switched to using Unreal Engine - until then we’ve always used our in-house engine. I have been trying to come up with a good solution to generating our stadium crowd, which is quite large with 50,000+ billboards to fill up the stadium.
So far, here’s the 2 methods I tried:
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The CrowdImposter function to pick between the different UV tiles to render each billboard correctly base on the camera angle, along with the PivotPainter tool to export all the billboards from 3DS Max as 1 object, with each face having it’s own pivot. This technique works ok, but setting up and exporting the crowd in 3DS Max is very time consuming, especially considering the fact that we have a dozen different stadiums to fill-up.
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The Procedural foliage volumes, which make it easy to setup and render thousands of crowd billboards, but I am having some lighting issues and I also can’t get the CrowdImposter function to pick between the different UV tiles to render each billboard correctly base on the camera angle, it’s always facing the camera no matter what.
So, I was wondering if you guys have any pointers regarding generating large Stadium Crowds in Unreal? What would be the best solution?
Thanks in advanced,
Stephane