About Game Dev Art Pipeline ?
Well i understand that in game art and specifically 3D, the art+modeling usually is on e.g 3DS-Max/ Blender and the logic is on Unity-Engine, but then i learnt about Shaders which blown my mind and got my interest, my main question here is:
Q1-a: Let's say for example that we're using Blender+Unity to develop a 3D game. We made a model of a river in Blender, blender has what they call if i'm not mistaken "Modifiers" and now i want the model to look and move like water. I believe that Blender are using shaders for those modifiers, the thing is should i do shaders in the modeling-software or in Unity? or should i transfer the modified-model into Unity ?
Q1-b: Another example if i modeled a napkin, should i use Unity's shaders to make it act like cloth or i should do it in the modeling-software ?
Q2: In general what is Artistic part pipeline in game-dev?
Q4: Are shaders used to mimic physics?
Notes: 1- when i say shaders i mean both the custom coding part and the ready made/built-in ones.
2- If it is relevant -> My level in Unity is good, i think i can make a simple one level game.
3- My level in shaders -> in my University i took one course on computer graphics so i have good knowledge on it's basics but my knowledge in shaders-coding is a beginner level.
I may have not presented my question in the right way, but i hope that you understand it. and THANX!!!
Answer by theANMATOR2b · Jun 15, 2017 at 02:25 PM
Q1a. Shaders should be set up in Unity OR a dedicated shader package, like substance, shader forge, or quixel. These shader programs are not required, but improve the final output in Unity. Shaders commonly created in 3D packages are not transferable into Unity.
Q1b. Model/texture a napkin in 3D. Unity has built in cloth physics. A shader has nothing to do with making the mesh "act" like cloth. The shader is a link between the texture and the lighting, to make the napkin look like soft cloth or thin paper. The shader reacts accurately to lighting and allows for surface detail applied to the mesh via the material/texture - normal/spec/gloss/etc without the need for mesh detail. Research - shaders have nothing to do with physics, beyond physical based rendering (PBR). Unity DOES have built in physics materials that are applied to mesh objects - but this is completely different and not related to shaders at all.
Q2. This varies based on game, scope and team. Research needed. My personal opinion Artistic pipeline includes everything in the game that is visual content, static and non-static art assets, characters, cloth, particles and special FX, environment, UI, lighting, post effects - everything visual. Incorporating into the engine is usually where artists and programmers join forces to combine efforts in getting stuff looking right, and feeling right.
Q3. Shaders can be used for effects like glowing fire, and water fx, and other things. To mimic physics? This question really needs more clarification.
By Q3 $$anonymous$$imic Physics, i saw a video in which the coder manipulates vertices of 3D plane using vertex/ pixel shader in CG and but a sin() function on xyz of a vector3 the plane was moving more like a flag or water .
A shader, material or texture can be used to deform a mesh. Usually a texture map, a noise algo or sign wave algo that generates a tillable pattern is used for optimal performance.
Your answer
Follow this Question
Related Questions
Can I tile a material differently on different objects instead of making a new material? 0 Answers
I have gotten all these errors when trying to script ? 2 Answers
Voronoi node pattern looks differ between devices 0 Answers
Sprite looks different in game than in editor 0 Answers
LWRP - Vertex displacement and intersection shader shows artefacts 1 Answer