Parkside | Environment and Lighting Breakdown


What?

  • Creation of beauty corner and hero prop example

  • Focus is on:

    • Concept art and visual development to establish in-game quality

    • Environment art composition and architectural/modular props

    • Hero props

    • Lighting, shading, materials

    • Special considerations:

  • Unreal Engine

    • Use of both unique textures and tileable materials

    • Vertical slice for new game

    • Estimated development time 2 weeks

Why?

  • To help establish Parkside’s art pipeline and quality standards, we created a beauty corner for a vertical slice

  • To help client studio setup art production pipeline in Unreal Engine for game

How?

  • Art Leadership team (GoDemics)Independent development team comprised of industry veterans from AAA games; mostly lead and senior artists with games and film experience (specialize in Unreal Engine)

    • Roster (for Parkside)

      • Hero Prop artists x1

      • Environment artists x2

      • Concept artists x1

      • Lighting and tech artists x1

    • Technology

      • We used a combination of procedural and hand painted textures

      • We created advanced materials in UE using a layered material approach with a combination of masking and vertex painting for complete artistic control over final composition


CONCEPT ART ( BEAUTY CORNER)


 

We worked on designing a small beauty corner area :

  • Creation of a “terminal” area, almost like a welcome center for the player

  • Explored multiple ideas following art direction from client:

    • 60s vintage inspired stylized visual language consisting of warm wood tones, minimalism, with sleek lines and low profile silhouettes

 
 
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Environmental Storytelling

We created “advertisements” for the environment that would help to tell the story of the world and make an emotional connection with the player

 
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Breakdown:

  • Series of modular meshes, usable in infinite ways to compose new levels

  • Careful attention to:

    • Build to the UE4 grid

    • Pivot points

    • Collision

    • LODs

    • Tessellate meshes (for vertex paint support in-engine)

 
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Texturing | Materials | Surfacing:

  • Use of tiling materials

  • We use tiling materials for modular architectural pieces in order to increase visual fidelity

  • We use a custom developed pipeline to break up repetition when using tileables

  • Our texel density is set to 512px/m- we find this gives great results and keeps resolution consistent

  • Materials needed to be illustrative and have a handmade artistic look, yet be PBR compliant

 
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Shading:

We always make sure to implement a physically correct shading model that can account and differentiate between:

  • Dielectric surfaces

  • Metallic surfaces



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Surfacing (in Unreal Engine):

  • Use of our custom “Uber” material

    • Features:

      • Metal vs. Dielectric

      • Proper BRDF

      • Artistic controls for all features, allows for rapid look development in UE4

      • Parameterization for flexibility and finishing art capability (streamline pipeline to do a lot of damage with a small team, less time)

 
Example of dielectric material with corresponding data maps
 
 

Surfacing (in Unreal Engine):

  • Tiling materials pros and cons:

    • High fidelity

    • Reusable

    • Obvious repetition

 
 

Surfacing (in Unreal Engine):

  • Breakup tiling materials with layer blending:

    • High fidelity

    • Reusable

    • Obvious repetition

 
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Surfacing (in Unreal Engine):

  • To blend materials we use two methods:

    • Object maskingThis requires creating a procedural mask (we use Painter and Mixer)

    • This requires creating a procedural mask (we use Painter and Mixer)

    • This plugs into our material and is used for blending up to 3 materials (3 is more than enough, more than that simply hurts perf with little gain in fidelity)

 
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Surfacing (in Unreal Engine):

  • To blend materials we use two methods:

    • Vertex painting

    • Allows for finishing artists to break up repetition due to reuse of modular assets and tiling materials

 
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Final Renders of Beauty Corner in Unreal Engine:

 
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HERO PROP EXAMPLE


We needed to create a hero prop that was in line with the art direction established for the game, which was still heavily influenced by the 60s vintage style. We explored many designs and concepts that incorporated the visual language desired, specifically illustrative shapes, silhouettes, and color harmony.

 

We settled on this concept due to the harmony of colors, unique character, contrasting cubic and spherical shapes, and the personality was very unique:

 
 
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Breakdown:

  • Textures:

    • Base color

    • (Object) normals

    • “RM” map for BDRF (PBR)

  • BDRF workflow:

    • RGB channel packed RM map

    • Red channel = roughness

    • Green = metallic (spec when dielectric)

    • Blue = ambient occlusion

 
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Surfacing (in Unreal Engine):

  • Use of our custom “Uber” material

    • Features:

      • Metal vs. Dielectric

      • Proper BRDF

      • Artistic controls for all features, allows for look development in UE4

 
 

FINAL RENDERS


 
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