Common production techniques include photogrammetry, alchemy, simulation, etc.
Commonly used software include: 3dsMAX, MAYA, Photoshop, Painter, Blender, ZBrush, Photogrammetry
Commonly used game platforms include cell phone (Android, Apple), PC (steam, etc.), console (Xbox/PS4/PS5/SWITCH, etc.), handheld, cloud game, etc.
In 2021, the end-game of “Against Water Cold” opened the scene of the Cave of Ten Thousand Buddhas. The project team’s R&D staff conducted in-depth research on the “MeshShader” technology and developed the “No-Moment Rendering” technology using their engine, and applied this technology to the “Cave of Ten Thousand Buddhas” scene. The real application of MeshShader rendering technology in the game is undoubtedly another great leap in the field of computer graphics, and will affect the change of art production process.
It is foreseeable that the implementation of this technology will accelerate the application of 3D scanning (usually single wall scanning and set scanning) modeling equipment in game development, and make the combination of 3D scanning modeling technology and game art assets production process more closely. The combination of 3D scanning modeling technology and MeshShader moment-free rendering technology will allow art producers to save a lot of high-model, manual sculpting, manual topology, and manual rendering. It saves a lot of time cost for sculpting, manual topology, manual UV splitting and placement, and material production, allowing game artists to devote more time and energy to more core and creative work. At the same time, this also puts forward higher requirements for game art practitioners in the dimensions of modeling aesthetics, artistic skills, resource integration, and creativity.
However, it is only a drop in the ocean, or a rock in Tarzan, compared with the whole technology. The details in real natural scenes are far richer than we can imagine, and even a small stone can show us an infinite number of details. With the support of 3D scanning and MeshShader momentless rendering technology, we were able to restore its details to the maximum in the world of Inverse Water Cold.
With the cooperation of our technicians, we automated some of the tedious steps in the scanning process programmatically, generating high-precision model resources in a matter of minutes. After a little adjustment, we can get the final model we want, and automatically generate all kinds of decals needed in the end.
The traditional way to do such precision models is to sculpt large and large details in Zbrush, and then use SP to do a more detailed material performance. Although it would meet the needs of the project, it also requires a lot of labor costs, at least three to five days from model to texture completion, and may not be able to achieve detailed texture performance. By using 3D scanning technology we can get the model we want more quickly.