Content Documentation

[vc_row parallax=”yes” fullwidth=”yes” bg_type=”bg_image” top_margin=”0″ bottom_margin=”0″ image_url=”861″ css=”.vc_custom_1463048033633{padding-top: 35px !important;padding-bottom: 15px !important;}”][vc_column]

Documentation part

[/vc_column][vc_column][/vc_column][/vc_row][vc_row fullwidth=”yes” top_margin=”0″ bottom_margin=”0″ css=”.vc_custom_1463046763699{padding-top: 10px !important;background-color: #5b5b5b !important;}”][vc_column width=”1/2″][vc_column_text css_animation=”appear” css=”.vc_custom_1463143225701{padding-top: 5% !important;padding-right: 5% !important;padding-bottom: 5% !important;padding-left: 5% !important;background-color: #4b5263 !important;border-radius: 3px !important;}”]

Battle tank (WIP)

Functionality in short:

The Battle tank is made of dozens of pieces and most of the little pieces are batched dynamically to reduce draw calls/batches.

Decision to go this way was made interactivity in mind. Lots pieces waiting to be Exploded or animated. 

To reduce texture size many of the base maps are procedural. Some areas on huge parts can be adjusted at texture. The benefits of this approach is the ability customize parts that could not be customized in the usual way and the ability preserve benefits of atlasing.

Dynamic features of the tank.

 -Rotatable cannon, pipe and turret. Turret and cannon can be rotated both horizontally and vertically.

-Animating the roll chains happens mainly by offsetting texture from material properties.

– Tires are separated and can be animated by rotating around their pivot.

-Turret can be rotated horizontally and vertically around two pivots.

-Some of the  low poly parts are batched dynamically. Even with shadows! Thanks to Unity’s new deferred rendering pipeline.

-a good hierarchy and naming

-Pivots are aligned properly

-maps are baked exploded, which means that the amount of artifacts have been minimized.

-Luminous light intensity for the cannon and the hull can be adjusted separately from material(to reduce texture size).

Battletank specifications

Here are some of the parts and triangle counts listed. I’ll add rest later when I have more time for this.  The overall total count is 24984 triangles. Plating seems to have the most triangles. At first I was thinking about baking all the plating data to the underlying mesh and use that as a LOD model. Implementing this feature would require masking, time and changes to procedural texturing nodes. I left it on the drawing board. I’ll probably implement it later after I get more assets on sale and more cool stuff on my library.

 Smaller dynamic  parts seem to batch very well. I tested this in editor on the example scene. The smaller the pieces the more they seem to batch.

Cannon 24 parts:

cannon base mesh 1001 triangleszd

cannnon pipe 139 triangles. Dynamic batching = yes

14x flare hulls and each has 38 triangles. Dynamic batching = yes

14x meshes for flare decals and each has 38 triangles

2x antennas 111 and 133 triangles Dynamic batching = yes

Laser/machine gun 25 triangles. Dynamic batching = yes

Machine gun 2 parts 235 and 28 triangles.

2x Luminous lights. red ones 265 triangles. white ones 471 triangles. Total of 736 triangles

Plating the most heaviest part in the tank. Total 15477 triangles combined.  16 parts total:

Cannon plating 4634 triangles. Dynamic batching = no

Hull plating 9555 triangles. Dynamic batching = no

14x Flare caps. 92 triangle each. total of 1288 triangles. Dynamic batching = yes

Turret a total of 8 parts and 2091 triangles :

Hull painted parts 681 triangles

inner hull 174 triangles

Machine gun painted parts 240 triangles

Scope 264 triangles

Scope metal part 244 triangles

Metals hell 260 triangles

Scope glass 20 triangles

core pipe 208 triangles

Hull a total of 24 parts and  4196 triangles:

16x tires 142 triangles total of 2272 triangles. Dynamic batching = yes

hull 856 triangles

4x side decorations 124 -144 per piece. 528 triangles total. Dynamic batching = yes

2x roll chains /threads 144 triangles 288 triangles total. Dynamic batching = yes

Luminous parts /lights 252 triangles

Procedural texturing:

Colors can be adjusted by tweaking substance parameters. Different parts are masked with SVG id color map, so there are almost endless amount of possibilities.

There is substance container for different kind of camouflages. These can be edited in real time too and they are purely optional. Camouflage can use secondary uv-set and the file size is really small since no bitmaps are used in these containers. All is purely procedural!

What is included in the containers:

Battletank

-diffuse, normal , specular, glossiness, world space normal, height and ambient occlusion -maps.

-Procedural weathering filters

  • Add dust, rust, verdigris, dirtiness, edge wear and paint/rust peeling.
  • clever usage of parameters will allow to create much more. Turn rust parameters to something else like sand or snow.

 

Camouflage generator

-6 different kind of procedural camouflage generators.

– minimal storage size and faster loading times at the expense of ram. This is optional and is the default behavior of the procedural container.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

—[/vc_column_text][/vc_column][vc_column width=”1/2″][image_frame url=”914″ border_style=”boxed-frame” action=”open-lightbox” animation=”fade-in”][image_frame url=”915″ border_style=”boxed-frame” action=”open-lightbox” animation=”fade-in”][gallery_carousel][image_frame url=”913″ border_style=”boxed-frame” action=”open-lightbox”][/vc_column][/vc_row][vc_row][vc_column][vc_separator][/vc_column][/vc_row]