The objective of this diploma thesis was to create a package of 3D game assets. The
theme of the asset pack is a stylised natural environment which includes foliage, trees,
mushrooms and rocks.
Thesis starts with a quick overview of 3D graphics in games history. This chapter is
followed by basics of modeling where we focus mainly on modeling with curves, digital
sculpting and retopology.
Everything that is visible to us, is visible due to light hitting and reflecting off materials.
Due to that there is a chapter on light in 3D. How light behaves in 3D and which types of
light sources exist.
Due to use in real-time rendering, optimisation is crucial in such work. Due to wanting
custom details on 3D models, some of them were digitally sculpted. By sculpting a very
dense mesh is formed, which needed to be retopologized and then the details needed to
be baked on the newly created simple mesh. Baking creates maps or textures that are
later used in materials. An entire chapter was devoted to describing individual maps. Most
of them were also used on created models.
In the next chapter follows a quick overview of Blender and Unity software and
compatibility between the two.
Experimental part describes the whole pipeline of making 3D game assets. Creating
foliage and solid objects require two different methods of creating models. Next comes
making materials and then integration of models in Unity software. Lastly, the models
were exported from Unity as a Unity Package File for use in other scenes and projects.
This is how our 3D game assets were created.
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