"Optimizing the 3D Environment of a Game" - An Engineer Thesis

Hello Blender Artists!

I come here seeking your wisdom and advice on a certain matter.

So I’m working on my engineer paper and the topic translates roughly to “Optimizing the 3D Environment of a Game”. In it I am describing various methods of “tricking” the gamer into thinking a model is complex and high-resolution, whilst it’s actually pretty simple and efficient to calculate for the GPU/CPU.

So my paper is divided into two parts: a theoretical, where I describe all the methods with small examples, and the practical where I make a game-ready model of a dragon using the stuff described in the first part.

Right now I am focusing on the theory part, and so far have 33 pages of it (while 60 is required of the finished paper, yay me!) with the following methods described:

  • Retopologizing a high-res mesh (by hand or by ZBrush’s ZRemesher)
  • Automatic polygon reduction (Blender’s Decimate or Max’s ProOptimizer)
  • Normal and bump mapping
  • Other types of mapping for additional illusion of detail (ambient occlusion, specularity and diffuse)

(the next few are more from a game engine perspective than asset creation)

  • Various levels of detail
  • Level streaming
  • Billboards
  • Pre-rendered cut-scenes
  • Dynamic versus static lighting
  • Using lightmaps
  • Baking static lighting onto a texture
  • Adjustable graphic quality and resolution

So any ideas of other tricks and methods I can describe? Even though some of the stuff is game-engine-related, I’d rather not go into programming, animation or particle effects - just the strictly graphics-related stuff that you can do to optimise your game and create an illusion of high quality.

Oh and, of course, I am using Blender and ZBrush for all the dragon making and Unreal Engine 4 as the game engine, but in the theoretical part I’m describing all sorts of software like Maya, MeshLab or Max, so if you have any tricks in those programs - do share!

Here’s a base mesh I made in Sculptris, so this post won’t be text-only… Though I think I’ll redo it completely as I don’t like where this sculpt is going.


Fun fact - no English allowed in the paper, so try translating such obscure terms as render, lightmap or shader into Polish! Trust me, it can be difficult and counter-intuitive at times.

Not sure what your after here, your looking for wisdom, but for what question ?.

Looking for more 3d effects ?, …
how about sound and texture, voxels, layers of depth, sculpties (secondlife)…
Sound can give experience of depth too (hallway, church dome…)

Right, I might have not emphasized the question well enough - I’m looking for stuff that a 3D artist can do to optimise a mesh while keeping the illusion of high quality, both in a 3D software like Blender and in a game engine.

if you ar looking for things like Instances, screenspace reflections, tesselation etc.
for some deeper stuff I can advise you to look some tech videos of games like The Last of us (they coded close on ps3 hardware) + siggraph or GDC: simple muscle simulaion https://youtu.be/myZcUvU8YWc?t=17m53s

The order :1886 - Ready at Dawn used Normalmap photography for textiles and other https://vimeo.com/70992723
here is a pretty big pdf about materials and shaders http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_slides.pdf
and I also saw this short debug camera video, that shows how much efficient fake there is on lighting https://youtu.be/g8r2HY8U6pE?t=40s
btw. for me animation and sound make at least 50% of the games atmosphere. So here is an animation breakdown on the order: 1886 https://www.youtube.com/watch?v=t6q80hYy7sk

Also Unreal 4 has alot of optimization features. They also show some breakdowns on their channel for their demo videos: