Texturing and its optimization, using UE4 as an example
Oleksandr Shapovalov
- Hall:
- Art Track
What the talk is about
Oleksandr Shapovalov shows how texture masks can add variety to models and save memory, using Unreal Engine 4 for the demos (the approach also applies to Unity). Masks baked in advance and packed into the channels of one texture let a model such as a rock be scaled up a lot without losing quality: one baked normal map is combined with small tiling textures. He covers masks based on world position (moss or snow on top), smooth blending of a mesh into terrain via transparency, vertex painting inside the engine, and merging several materials into one through a second UV channel. He also looks at a corner-shading mask, normal blending for soft building corners, and blending diffuse with a hand-painted tint from Photoshop. In the Q&A he explains that the shader gets heavier, but the number of textures drops. Useful for 3D environment artists and technical artists.