About this document
Kitbashing allows artists to be flexible when creating new assets with existing models. With InstaLOD, this workflows can be pushed to the next level.
Kitbashing Realtime-Ready Assets
Creating fully textured 3D assets for high-quality real-time applications and games can easily take up to two weeks as seen in the chart below. Bigger productions can include thousands of different objects that are used for the construction of rich 3D scenes and environments. A typical production workflow for a 3D asset starts with:
- the creation of the high poly asset
- followed by a manual retopology
- a UV unwrap of the retopologized low poly version
- the baking process to transfer shading detail and data required for texturing from the high poly to the low poly
- the texturing of the low poly
- the optimization of the finished low poly asset
Many different tools and artists are involved in the process, and it’s all too common to go back and forth between UV unwrapping, baking and adjusting the topology of the low polygon asset. In this article, we’re showcasing our “realtime-ready” workflow.
This revolutionary workflow allows artists to focus on the creative part and introduce massive cost- savings by reducing the production time from several weeks to just a few minutes.
SIGGRAPH2017, Unity Photogrammetry Workflow
How it's done
To create new assets, high poly models are kitbashed together to create new visually pleasing results. The result is a high poly mesh that needs to be reduced to be usable in a real-time application. Using the 'Remesh' feature, InstaLOD reconstructs the scene into a single new asset creating UVs and baking textures in the process. The resulting assets can then be used in any real-time renderer to create high-quality visuals.
By using a few assets, a high-poly scene is remeshed into a single low-poly model, ready for real-time rendering
For more information on remeshing please read our article about 'How to process scan data'.