Game-Ready Pipeline

The Game-ready pipeline outputs 3D assets that are textured, rigged, and optimised. The pipeline consists of six stages and ensures a final output that is ready to be integrated directly into your games or projects.

High Poly Geometry

What it is:

  • The creation of a highly detailed 3D model with up to millions of polygons. Captures intricate surface details like wrinkles, pores, or fine textures.

Why it's important:

  • Provides a detailed source for generating texture maps (e.g., normal maps, displacement maps) to retain high-quality visual detail in lower-poly, optimised models.

Optimised Geometry

What it is:

  • Simplifies the high-poly model into a version with significantly fewer polygons. Focuses on maintaining the silhouette and essential details while reducing computational load.

Why it's important:

  • Optimised geometry ensures the asset is lightweight and suitable for real-time rendering in games, improving performance.

  • A lower polygon count is critical for maintaining frame rates, especially in modern games that require rendering multiple complex assets simultaneously.

UV Unwrapping

What it is:

  • A 2D representation of a 3D model's surface (UV map) for applying textures. This involves "unfolding" the model so that texture coordinates can be assigned correctly.

Why it's important:

  • Allows textures and materials to be applied accurately to the 3D surface.

  • Essential for avoiding texture stretching, seams, or misalignment in the final model.

  • A good UV layout maximises texture resolution and minimises wasted UV space, improving visual quality.

Texture

What it is:

  • The process of applying colours, materials, and surface details to the model using texture maps (e.g., diffuse, normal, roughness, metallic, etc.).

Why it's important:

  • Defines the look and feel of the asset (e.g., weathered metal, soft fabric, glossy plastic).

  • Enhances visual realism or stylistic appeal.

  • Proper texturing ensures the model integrates seamlessly into the game’s artistic direction and environment.

Rigging

What it is:

  • A skeletal structure (rig) and control system for the model, allowing it to be animated. Includes adding bones, joints, and weight painting.

Why it's important:

  • Enables movement and deformation of the model for animations (e.g., character walking, a tree swaying, a vehicle's suspension).

  • A good rig ensures animations are smooth, natural, and free from distortions.

  • Crucial for interactive elements in games, as it brings the asset to life.

Levels of Detail (LODs)

What it is:

  • The creation of multiple versions of the same model at varying levels of detail. For instance, LOD0 is the highest quality, while LOD3 might be a very simplified version.

Why it's important:

  • Optimises performance by displaying lower-detail models when the asset is far from the camera.

  • Reduces rendering workload without noticeable loss of quality during gameplay.

  • Ensures consistent performance across different hardware capabilities.

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