Art asset processing method, device, electronic device and storage medium

By adjusting and combining the low-mode data and map data of game assets, the difficulty of combining usage caused by the inability to rotate normal maps is solved, and the consistency of asset combination and display effects under the commercial game production specifications is achieved.

CN115253287BActive Publication Date: 2025-03-25NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202210878158.3
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-25
Publication Date
2025-03-25
Estimated Expiration
2042-07-25

AI Technical Summary

Technical Problem

The normal map of the next-generation 3D art assets cannot be rotated at will, resulting in the wrong effects displayed in the game engine, limiting the two sets of game assets to be recombined under the commercial game production specifications, or the lack of effects will occur when combined.

Method used

By obtaining at least two sets of game asset data that need to be used in combination, combining low-mode data, and adjusting the normal information in the map data based on the mapping relationship of the low-mode data, generating new map data to ensure that it matches the combined low-mode data.

Benefits of technology

Two sets of different game assets were recombined under the commercial game production specifications, and the image display effect after combination is consistent with that before combination, solving the display error problem caused by normal map rotation.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiments of the present invention provide an art asset processing method, device, electronic device and storage medium, the method comprising: obtaining at least two sets of game asset data that need to be used in combination; combining at least two low-poly data of the at least two sets of game asset data according to the combined use requirements to obtain corresponding combined low-poly data; adjusting the normal information in at least two texture data of the at least two sets of game asset data based on the mapping relationship between the at least two low-poly data and the combined low-poly data to obtain new texture data; assigning the new texture data to the combined low-poly data for matching use. According to the embodiments of the present invention, two different sets of game assets can be recombined and used under commercial game production specifications, and the image display effect after the combined use is consistent with that before the combination.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to an art asset processing method, an art asset processing device, an electronic device and a computer-readable storage medium. Background Art

[0002] With the booming development of the 3D game industry, a large number of next-generation 3D art assets have been generated and accumulated in the 3D industry. The textures of next-generation 3D art assets can be divided into: normal map, color map, metalness map, and roughness map. The normal map of Tangent tangent space is used in the production of game characters. The normal map records the lighting information. Among them, the B channel represents the slope in the normal direction; the R channel represents the slope in the left and right tangent directions; and the G channel represents the upward or downward slope in the tangent direction. The map corresponds to the corresponding low-poly model. The angle of the normal map cannot be modified at will. If the angle of the normal map is modified at will, it will cause the low-poly model to display an error in the engine after the map is attached.

[0003] Normal maps cannot be rotated at multiple angles, otherwise the model (low-poly) will display incorrect effects in the engine after the map is applied. This feature of normal maps limits the two different sets of game assets from being recombined under commercial game production standards, or the effects will be lost when they are used in combination. Summary of the invention

[0004] In view of the above problems, embodiments of the present invention are proposed to provide an art asset processing method and a corresponding art asset processing device, an electronic device, and a computer-readable storage medium that overcome the above problems or at least partially solve the above problems.

[0005] An embodiment of the present invention discloses a method for processing art assets, the method comprising:

[0006] Acquire at least two sets of game asset data that need to be used in combination; the game asset data includes low-polygon data and texture data configured for the low-polygon data;

[0007] Combining at least two low-polygon data of the at least two sets of game asset data according to the combined use requirement to obtain corresponding combined low-polygon data;

[0008] Based on the mapping relationship between the at least two low-poly data and the combined low-poly data, normal information in at least two texture data of the at least two sets of game asset data is adjusted to obtain new texture data;

[0009] The new texture data is assigned to the combined low-polygon data for matching.

[0010] Optionally, adjusting the normal information in at least two texture data of the at least two sets of game asset data based on the mapping relationship between the at least two low-poly data and the combined low-poly data to obtain new texture data includes:

[0011] A mapping relationship between the at least two low-poly data and the combined low-poly data is established in a preset rendering tool, and based on the mapping relationship, the at least two low-poly data and the combined low-poly data are layered-baked to obtain the corresponding new map data.

[0012] Optionally, the step of performing layered baking on the at least two low-poly data and the combined low-poly data based on the mapping relationship to obtain the corresponding new map data includes:

[0013] Determine combined UV data corresponding to the combined low-poly data;

[0014] The at least two low-poly data and the combined low-poly data are layered-baked according to the combined UV data and the mapping relationship to obtain the corresponding new map data.

[0015] Optionally, the step of performing layered baking on the at least two low-poly data and the combined low-poly data based on the mapping relationship to obtain the corresponding new map data includes:

[0016] Setting the at least two low-polygon data to be placed in a first layer of the preset rendering tool, and placing the combined low-polygon data to be placed in a second layer of the preset rendering tool;

[0017] Setting to wrap the at least two low-polygon data;

[0018] After the settings are completed, baking is started to bake the new texture data.

[0019] Optionally, after wrapping the at least two low-polygon data, the setting further includes:

[0020] Adjust the normal direction of the wrap.

[0021] Optionally, the combined use requirement includes a combined position requirement and a combined angle requirement, the combined position requirement is a relative position requirement between low-poly data corresponding to the game asset data to be used in combination, the combined angle requirement is a relative angle requirement between low-poly data corresponding to the game asset data to be used in combination, and the combining of at least two low-poly data of the at least two sets of game asset data according to the combined use requirement to obtain corresponding combined low-poly data includes:

[0022] Moving the at least two low-polygon data according to the combined position requirement to obtain the corresponding combined low-polygon data;

[0023] and / or,

[0024] The at least two low-polygon data are rotated according to the combined angle requirement to obtain the corresponding combined low-polygon data.

[0025] Optionally, the determining the combined UV data corresponding to the combined low-poly data includes:

[0026] Combining the original UV data of the at least two low-poly data to obtain the corresponding combined UV data;

[0027] or,

[0028] The combined low-poly data is subjected to UV development processing to obtain the corresponding combined UV data.

[0029] Optionally, the map data includes at least one of a normal map, a color map, a metalness map, and a roughness map.

[0030] The embodiment of the present invention further discloses an art asset processing device, the device comprising:

[0031] An acquisition module, used to acquire at least two sets of game asset data to be used in combination; the game asset data includes low-polygon data and texture data configured for the low-polygon data;

[0032] A combining module, used for combining at least two low-polygon data of the at least two sets of game asset data according to the combined use requirement to obtain corresponding combined low-polygon data;

[0033] An adjustment module, configured to adjust normal information in at least two texture data of the at least two sets of game asset data based on a mapping relationship between the at least two low-poly data and the combined low-poly data, to obtain new texture data;

[0034] The assigning module is used to assign the new map data to the combined low-poly data for matching use.

[0035] Optionally, the adjustment module includes:

[0036] The baking submodule is used to establish a mapping relationship between the at least two low-poly data and the combined low-poly data in a preset rendering tool, and bake the at least two low-poly data and the combined low-poly data in layers based on the mapping relationship to obtain the corresponding new map data.

[0037] Optionally, the baking submodule includes:

[0038] A determination unit, used to determine combined UV data corresponding to the combined low-poly data;

[0039] The baking unit is used to perform layered baking on the at least two low-poly data and the combined low-poly data according to the combined UV data and the mapping relationship to obtain the corresponding new map data.

[0040] Optionally, the baking submodule includes:

[0041] A first setting unit, used for setting to place the at least two low-poly data in a first layer of the preset rendering tool, and to place the combined low-poly data in a second layer of the preset rendering tool;

[0042] A second setting unit, used for setting to wrap the at least two low-polygon data;

[0043] The starting unit is used to start baking after the setting is completed to bake the new texture data.

[0044] Optionally, the baking submodule further includes:

[0045] The adjustment unit is used to adjust the normal direction of the package.

[0046] Optionally, the combined use requirement includes a combined position requirement and a combined angle requirement, the combined position requirement is a relative position requirement between low-polygon data corresponding to the game asset data to be used in combination, and the combined angle requirement is a relative angle requirement between low-polygon data corresponding to the game asset data to be used in combination, and the combination module includes:

[0047] A moving submodule, used for moving the at least two low-polygon data according to the combined position requirement to obtain the corresponding combined low-polygon data;

[0048] and / or,

[0049] The rotation submodule is used to rotate the at least two low-polygon data according to the combination angle requirement to obtain the corresponding combined low-polygon data.

[0050] Optionally, the determining unit includes:

[0051] A first determining subunit is used to combine the original UV data of the at least two low-poly data to obtain the corresponding combined UV data;

[0052] or,

[0053] The second determining subunit is used to perform UV development processing on the combined low-poly data to obtain the corresponding combined UV data.

[0054] Optionally, the map data includes at least one of a normal map, a color map, a metalness map, and a roughness map.

[0055] An embodiment of the present invention further discloses an electronic device, comprising: a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program implements the steps of the above-mentioned art asset processing method when executed by the processor.

[0056] The embodiment of the present invention further discloses a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the steps of the art asset processing method described above are implemented.

[0057] The embodiments of the present invention include the following advantages:

[0058] In an embodiment of the present invention, for at least two sets of game assets that need to be used in combination, at least two low-poly data of at least two sets of game asset data can be combined according to the combined use requirements to obtain corresponding combined low-poly data, and then based on the mapping relationship between the at least two low-poly data and the combined low-poly data, the normal information in the original at least two texture data of the at least two sets of game asset data is adjusted to obtain new texture data, and the new texture data is pasted on the combined low-poly data to correctly display the combined use effect in the engine. By adopting the above method, a mapping relationship between at least two low-poly data of at least two game asset data that need to be used in combination and the combined low-poly data after combination can be established, and the normal information in the original texture data can be recalculated and adjusted through the mapping relationship to obtain new texture data, and the new texture data can be matched with the combined low-poly data for use, so that two different sets of game assets can be recombined and used under commercial game production specifications, and the image display effect after the combined use is consistent with that before the combination. BRIEF DESCRIPTION OF THE DRAWINGS

[0059] Figure 1 It is the model display effect diagram after mapping and the corresponding normal map;

[0060] Figure 2 It is to modify the original Figure 1 A model display effect diagram generated by mapping the UV of the model and the position and orientation of the corresponding normal map;

[0061] Figure 3 It is to modify the original Figure 1 Another model display effect diagram produced by mapping the UV of the model and the position and orientation of the corresponding normal map;

[0062] Figure 4is a flowchart of the steps of an art asset processing method provided by an embodiment of the present invention;

[0063] Figure 5 is a flowchart of another method for processing art assets provided by an embodiment of the present invention;

[0064] Figure 6 It is a schematic diagram of the effect of the model combination;

[0065] Figure 7 This is a schematic diagram of the original UV of the model before combination;

[0066] Figure 8 Yes Figure 7 Schematic diagram of the effect of generating new UV after combining the original UV in;

[0067] Fig. 9 It is a schematic diagram of the package opening state;

[0068] Fig.10 This is a schematic diagram of the original low-poly data being wrapped;

[0069] Fig.11 A schematic diagram of using an art asset processing method according to an embodiment of the present invention to combine and use assets;

[0070] Fig.12 It is a structural block diagram of an art asset processing device provided by an embodiment of the present invention. DETAILED DESCRIPTION

[0071] In order to make the above-mentioned purposes, features and advantages of the present invention more obvious and easy to understand, the present invention is further described in detail below in conjunction with the accompanying drawings and specific embodiments. Obviously, the described embodiments are only part of the embodiments of the present invention, rather than all the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field belong to the scope of protection of the present invention.

[0072] With the booming development of the 3D game industry, a large number of next-generation 3D art assets have been generated and accumulated in the 3D industry. Through the process of mid-poly-high-poly-low-poly-texture, a series of assets with normal maps, metalness maps, roughness maps, etc. and in line with the PBR (physically based rendering) production specifications can be called next-generation 3D art assets. As game assets, it is necessary to consider the commercial game production specifications, that is, to increase the number of art maps and materials with conditions and restrictions (mainly involving too many assets in the game, resulting in a large loss of performance, so that the game package is too large and the game runs stuttering and many other unfavorable factors). Therefore, the number of maps and materials cannot be increased indefinitely. However, due to the lack of intermediate-stage assets of next-generation 3D art assets, or the lack of perfect matching between the intermediate-stage assets and the final-stage assets, the two different sets of assets cannot be recombined and applied under the commercial game production specifications, or the effect is lost when they are combined.

[0073] The production of next-generation 3D art assets is done in sets. The production of a complete set of next-generation 3D art assets needs to go through five steps: mid-model (production of intermediate-stage assets) - high-model (production of intermediate-stage assets) - low-model (production of final-stage assets) - baking (a process of generating textures with high-model) - textures (production of final-stage assets) and materials. The assets generated by the above production process that are ultimately used in the game can be called final-stage assets (such as low-model, textures), while the assets that are not directly used in the game can be called intermediate-stage assets (such as mid-model, high-model). The high-model, low-model, and textures of each set of assets correspond to each other. Although different sets of assets are basically produced according to the same basic rules, because the objects or people who make them are different, each set of assets is ultimately unique and cannot be combined with each other under commercial specifications.

[0074] The textures of next-generation 3D art assets can be divided into: normal map, color map, metalness map, and roughness map. Among them, normal map is to add details to the model without adding polygons. Common usage scenarios are to improve the appearance, add details, and enhance the three-dimensional sense of low-polygon models. The generation of normal map requires high-poly and low-poly, because without high-poly, the direction of normal is unknown, and without low-poly, it is unknown which point on the low-poly corresponds to the normal of a certain point on the high-poly. Normal map is a map of information difference generated by using a computer to calculate the difference between low-poly and high-poly. This map saves the information difference between high and low-poly in the mode of lighting information. In the game engine, you can read the low-poly and the corresponding normal map, so that the low-poly simulation produces the effect of the high-poly. Normal map is also one of the maps that must be used in next-generation 3D games.

[0075] Normal maps are divided into Tangent space, Object space, and World space. Tangent space normal maps are used in game character production. Tangent Space, as the name implies, is a tangent space normal based on the tangent direction of each face. Tangent space normal maps are the most common form of normal maps, and most of them look light blue-purple. Among them, the B channel represents the slope of the normal direction; the R channel represents the slope of the left and right tangent directions; and the G channel represents the upward or downward slope of the tangent direction (upward for OpenGl, downward for DirectX). The normal information in the normal map needs to be baked onto the map according to the UV of the low-poly model derived from the topology during the baking stage to obtain a map with high-poly details. Therefore, in the normal map, the tangent space normal cannot be modified at will (the RGB channel stores light and shadow information, and these light and shadow information need to be read to simulate light and shadow for the model). If the angle of the normal map is modified at will, it will cause the model (low-poly) to display an incorrect effect in the engine after the map is pasted.

[0076] Reference Figure 1 As shown in the figure, the model display effect diagram after mapping and the corresponding normal map, where: Figure 1 The following figure shows the correct position and orientation of the normal map calculated by the computer; Figure 1 The picture above shows the normal display effect of the model after applying the normal map in the picture below.

[0077] Reference Figure 2 As shown, the original Figure 1 A model display effect diagram generated by mapping the UV of the model and the position and orientation of the corresponding normal map, where: Figure 2 The following figure shows the normal map that matches the modified model. As can be seen from the figure, the position and orientation of the normal map have changed; Figure 2 The above picture shows the model display effect after the modified normal map is applied. Figure 1 Compared to the above picture, the lighting effect is wrong.

[0078] Reference Figure 3 As shown, the original Figure 1 Another model display effect diagram generated by mapping the UV of the model and the position and orientation of the corresponding normal map, where: Figure 3 The following figure shows the normal map that matches the modified model. As can be seen from the figure, the position and orientation of the normal map have changed; Figure 3 The above picture shows the model display effect after applying the modified normal map. Figure 1 Compared with the above picture, there are seams that shouldn't exist.

[0079] As can be seen above, normal maps cannot be rotated at multiple angles, otherwise the model (low-poly) will display incorrect effects in the engine after the map is affixed. This feature of normal maps limits the two different sets of game assets from being recombined under commercial game production specifications, or the effects will be lost when they are used in combination.

[0080] In order to solve the above problems, the prior art proposes two solutions. Assume that assets A and B need to be used in combination:

[0081] Option 1: Directly use the final stage asset merger of asset A and asset B

[0082] 1. Combine asset A with the asset that asset B wants to combine with, and process their models, UVs, and texture files;

[0083] 2. Use Maya's texture transfer function or Max / Xnromal's texture transfer function to transfer textures, so that the texture of the combined asset A+B has the texture of A and the texture of B (including: normal map, color map, metal map, roughness map);

[0084] 3. Modify or adjust the transferred assets in PS (Adobe Photoshop, image processing software developed and distributed by Adobe Systems) to further reduce defects.

[0085] Solution 2: Obtain high-polygon assets of asset A and asset B, and then merge asset A and asset B in the final stage

[0086] 1. Repeat high poly (production of intermediate stage assets) - baking (a process of generating textures with high poly) - texture (production of final stage assets).

[0087] The shortcomings of solution 1:

[0088] In the production of some game assets, if you want to combine some components of asset A with some components of asset B, you can only combine them in a limited way (the normal map of the next-generation 3D art asset corresponds to the UV of the low-poly model one by one. At the same time, the normal stores the difference in light and shadow information. Therefore, the normal of the map and the UV of the low-poly model cannot change direction (they can only change the up, down, left, and right positions)). At this time, many factors need to be considered. This has caused great difficulty and trouble in the cross-use of assets.

[0089] First, you need to consider whether the texture space of asset A can accommodate the texture of asset B (in the production of art assets, in order to meet the requirements of commercial game production specifications, UV must be used to the maximum extent to ensure texture accuracy and no waste of resources. Therefore, you first need to consider whether asset A can be added without deleting asset B). If asset A is not deleted, it is basically impossible to integrate asset B.

[0090] Because the RGB channel of the normal records light and shadow information, it can be simply shifted left and right, up and down, but UV and texture rotation cannot be performed. Therefore, if you want to merge assets, you can only choose to reduce the overall texture of asset A to leave space for asset B. Then insert asset B, but this will cause the precision of asset A to decrease. At present, the texture precision of most games is not high (mobile games are even more serious). This treatment will make the original low-precision texture even lower in precision and basically unusable, which also causes a waste of resources and does not conform to the model making rules of a commercial game.

[0091] Alternatively, you can delete some objects of asset A to free up the corresponding UV space for asset B, and then transfer and bake the texture. However, due to the normal problem, the UV and texture orientation of asset B cannot be modified, which leads to greater limitations (some assets want to be retained).

[0092] The shortcomings of solution 2:

[0093] 1. Older resources may lack high-poly models, and most copyrighted resources sold online cannot provide corresponding high-poly models.

[0094] 2. Although some high-poly models and low-poly models are the same set of resources, after the baking process is completed, the low-poly model is modified for a second time due to different reasons (but the UV and texture are not modified accordingly), resulting in a mismatch between the high-poly model and the low-poly model. It takes a lot of time to match the high-poly model and the low-poly model again before baking.

[0095] One of the core concepts of the embodiment of the present invention is that, for at least two sets of game assets that need to be used in combination, at least two low-poly data of at least two sets of game asset data can be combined according to the combined use requirements to obtain corresponding combined low-poly data, and then based on the mapping relationship between the at least two low-poly data and the combined low-poly data, the normal information in the original at least two texture data of the at least two sets of game asset data is adjusted to obtain new texture data, and the new texture data is pasted on the combined low-poly data to correctly display the combined use effect in the engine. By adopting the above method, a mapping relationship between at least two low-poly data of at least two sets of game asset data that need to be used in combination and the combined low-poly data after combination can be established, and the normal information in the original texture data can be recalculated and adjusted through the mapping relationship to obtain new texture data, and the new texture data can be matched with the combined low-poly data for use, so that two different sets of game assets can be recombined and used under commercial game production specifications, and the image display effect after the combined use is consistent with that before the combination.

[0096] Reference Figure 4 , shows a flowchart of a method for processing art assets provided by an embodiment of the present invention, which may specifically include the following steps:

[0097] Step 401, obtaining at least two sets of game asset data to be used in combination.

[0098] The game asset data may be art asset data processed through a next-generation 3D art asset production process and ultimately applied to the game; the game asset data includes low-polygon data and texture data configured for the low-polygon data.

[0099] Next-generation 3D art assets are produced in sets. A complete set of next-generation 3D art assets needs to go through five steps: mid-model (assets in the middle stage of production) - high-model (assets in the middle stage of production) - low-model (assets in the final stage of production) - baking (a process of generating textures from high-model) - textures (assets in the final stage of production) and materials. The high-model, low-model, and textures of each set of assets correspond to each other.

[0100] In an embodiment of the present invention, at least two sets of game asset data that need to be used in combination can be obtained, and the game asset data can be low-polygon data obtained through the next-generation 3D art asset production process and texture data used to match the low-polygon data. The texture data can include at least one of a normal map, a color map, a metalness map, and a roughness map.

[0101] Step 402: Combine at least two low-polygon data of the at least two sets of game asset data according to the combined use requirement to obtain corresponding combined low-polygon data.

[0102] In an embodiment of the present invention, a combined use requirement for at least two sets of game asset data may be determined, and at least two low-polygon data corresponding to the at least two sets of game asset data may be combined according to the combined use requirement to obtain combined low-polygon data.

[0103] Step 403: Based on the mapping relationship between the at least two low-poly data and the combined low-poly data, normal information in at least two texture data of the at least two sets of game asset data is adjusted to obtain new texture data.

[0104] A mapping relationship between at least two low-poly data and the combined low-poly data is determined, and normal information in at least two original texture data corresponding to at least two sets of game asset data is recalculated and adjusted according to the mapping relationship, and new texture data is generated after the adjustment.

[0105] Step 404: assign the new texture data to the combined low-poly data for matching.

[0106] In the embodiment of the present invention, new texture data can be assigned to the combined low-polygon data for matching use, thereby achieving combined use of at least two sets of game asset data.

[0107] In summary, in an embodiment of the present invention, for at least two sets of game assets that need to be used in combination, at least two low-poly data of at least two sets of game asset data can be combined according to the combined use requirements to obtain corresponding combined low-poly data, and then based on the mapping relationship between the at least two low-poly data and the combined low-poly data, the normal information in the original at least two texture data of the at least two sets of game asset data is adjusted to obtain new texture data, and the new texture data is pasted on the combined low-poly data to correctly display the combined use effect in the engine. By adopting the above method, a mapping relationship between at least two low-poly data of at least two game asset data that need to be used in combination and the combined low-poly data after combination can be established, and the normal information in the original texture data can be recalculated and adjusted through the mapping relationship to obtain new texture data, and the new texture data can be matched with the combined low-poly data for use, so that two different sets of game assets can be recombined and used under commercial game production specifications, and the image display effect after the combined use is consistent with that before the combination.

[0108] Reference Figure 5 , shows a flowchart of another art asset processing method provided by an embodiment of the present invention, which may specifically include the following steps:

[0109] Step 501, obtaining at least two sets of game asset data that need to be used in combination.

[0110] The game asset data may be art asset data processed through a next-generation 3D art asset production process and ultimately applied to the game; the game asset data includes low-polygon data and texture data configured for the low-polygon data.

[0111] In an embodiment of the present invention, at least two sets of game asset data that need to be used in combination can be obtained, and the game asset data can be low-polygon data obtained through the next-generation 3D art asset production process and texture data used to match the low-polygon data. The texture data can include at least one of a normal map, a color map, a metalness map, and a roughness map.

[0112] Step 502: Combine at least two low-polygon data of the at least two sets of game asset data according to the combined use requirement to obtain corresponding combined low-polygon data.

[0113] In an embodiment of the present invention, a combined use requirement for at least two sets of game asset data may be determined, and at least two low-polygon data corresponding to the at least two sets of game asset data may be combined according to the combined use requirement to obtain combined low-polygon data.

[0114] In one example, low-poly models can be combined with each other based on Maya (3D modeling and animation software). Figure 6 As shown, it is a schematic diagram of the effect of model combination. Assuming that the scarf in the A low-poly model and the top in the B low-poly model need to be used together, they can be combined into a combined low-poly model of A and B in Maya software. In another example, Blender (3D graphics software) or 3D MAX (3D animation rendering and production software) can also be used for model integration.

[0115] In an optional embodiment of the present invention, the combined use requirement includes a combined position requirement and a combined angle requirement, wherein the combined position requirement is a relative position requirement between low-polygon data corresponding to the game asset data to be used in combination, and the combined angle requirement is a relative angle requirement between low-polygon data corresponding to the game asset data to be used in combination. For step 502, the following steps may be performed:

[0116] Sub-step S11, moving the at least two low-poly data according to the combined position requirement to obtain the corresponding combined low-poly data; and / or rotating the at least two low-poly data according to the combined angle requirement to obtain the corresponding combined low-poly data.

[0117] The combination of models usually requires adjusting the position of the models or adjusting the angle of the models. In an embodiment of the present invention, at least two low-poly data may be moved according to the combination position requirement. For example, one low-poly data may be moved to a first position, and another low-poly data may be moved to a second position, and then combined into corresponding combined low-poly data.

[0118] At least two low-poly data may also be rotated according to the combination angle requirement. For example, one low-poly data may be rotated by a first angle, and another low-poly data may be rotated by a second angle, and then combined into corresponding combined low-poly data. It should be noted that those skilled in the art may combine at least two low-poly data in a variety of combination methods, and the embodiment of the present invention does not impose any specific limitation on this.

[0119] Step 503: Establish a mapping relationship between the at least two low-poly data and the combined low-poly data in a preset rendering tool, and perform layered baking on the at least two low-poly data and the combined low-poly data based on the mapping relationship to obtain the corresponding new map data.

[0120] In an embodiment of the present invention, for the original at least two low-poly data and the combined low-poly data after combination, a mapping relationship between them can be established in a preset rendering tool, and layered baking is performed in the preset rendering tool through the established mapping relationship to generate new map data. Among them, the preset rendering tool can be Marmoset Toolbag (a real-time rendering tool), and Toolbag can be used to record the normal information of the original low-poly model, and then combined with the UV of the new combined low-poly model, the original normal information is recalculated and baked to the new UV again.

[0121] In an optional embodiment of the present invention, for step 503, the following steps may be performed:

[0122] Sub-step S21, determining combined UV data corresponding to the combined low-poly data.

[0123] Sub-step S22, performing layered baking on the at least two low-poly data and the combined low-poly data according to the combined UV data and the mapping relationship to obtain the corresponding new map data.

[0124] In the embodiment of the present invention, before performing layered baking, it is also necessary to determine the combined UV data corresponding to the combined low-poly data, and then baking can be performed according to the combined UV data and the established mapping relationship to obtain new map data.

[0125] For sub-step S21, the following steps may be performed:

[0126] The original UV data of the at least two low-poly data are combined to obtain the corresponding combined UV data; or, the combined low-poly data are subjected to UV development processing to obtain the corresponding combined UV data.

[0127] In an embodiment of the present invention, the original UV data of at least two low-poly data may be combined, or the combined low-poly data may be subjected to UV development processing, and the process of obtaining the combined UV data corresponding to the combined low-poly data may be performed in Rizomuv (three-dimensional model UV development software), and the original UV data of at least two low-poly data in the combined UV data are combined in position and / or angle.

[0128] The combined UV data after combination can be placed in the first quadrant to ensure that the subsequent mapping can be displayed in the engine. Figure 7 The figure below shows the original UV of the model before the combination. The left side of the figure shows the original UV of the top model, and the right side of the figure shows the original UV of the scarf model. Figure 8 As shown, Figure 7 Schematic diagram of the effect of generating new UVs after combining the original UVs in . From the figure, we can see that the original UVs of the scarf model are rotated, moved and scaled, and the combined UV data are placed in one quadrant.

[0129] In another example, UVlayout (UV splitting software) may also be used to integrate the model UVs.

[0130] In another optional embodiment of the present invention, with respect to step 503, the following steps may also be performed:

[0131] Sub-step S31, setting the at least two low-poly data to be placed in the first layer of the preset rendering tool, and placing the combined low-poly data to be placed in the second layer of the preset rendering tool.

[0132] Sub-step S32, setting to wrap the at least two low-polygon data.

[0133] Sub-step S33, after the setting is completed, start baking to bake the new texture data.

[0134] In one embodiment, at least two low-poly data may be placed in the first layer of a preset rendering tool, and the combined low-poly data may be placed in the second layer of a preset rendering tool. For example, the original low-poly data may be placed in the High layer of the Bakegroup of the Toolbag, and then the combined low-poly data may be placed in the Low layer of the Bakegroup of the Toolbag. After the setting, the texture information of the original low-poly data may be transferred to the combined low-poly data based on the world coordinate space.

[0135] You can wrap at least two low-poly data. For example, you can use the Cage function of Toolbag. You can turn on the Cage function in the Low (combined low-poly data is placed in this column) option. Fig. 9 The figure below shows a schematic diagram of the packaging state. The Cage function is turned on in the Low layer where the combined low-polygon data is located. Fig.10 The figure shows the original low-poly data being wrapped. The original low-poly data is wrapped. The purpose of wrapping is to transfer textures based on the world coordinate space, but sometimes the textures cannot be transferred or are transferred incorrectly. However, as long as the Cage function is used, the wrapped area can be transferred, and the wrapping direction can be flexibly adjusted to correct the direction error during transfer.

[0136] After completing the above settings, you can start baking to get new map data.

[0137] In an optional embodiment of the present invention, after performing the step of setting to wrap the at least two low-poly data, the following steps may also be performed:

[0138] Adjust the normal direction of the wrap.

[0139] In one embodiment, the normal direction of the package can also be modified, where the normal direction represents the direction during transfer. The process of adjusting the normal direction of the package can be implemented in the Cage function. Specifically, the normal direction of the package can be adjusted from the original first direction to the second direction, or only the normal direction of a part of the package can be adjusted, while the normal direction of the other part of the package is not adjusted. The normal direction of the package is adjusted to ensure the final baking effect.

[0140] Step 504: assign the new texture data to the combined low-polygon data for matching.

[0141] In the embodiment of the present invention, after the new texture data is generated, the new texture data can be assigned to the combined low-polygon data for matching use, thereby achieving the combined use of at least two sets of game asset data.

[0142] Reference Fig.11 As shown, it is a schematic diagram of using an art asset processing method of an embodiment of the present invention to combine assets, wherein the original assets include suit A assets and suit B assets, the scarf in the suit A assets and the clothes model on the body share a set of texture assets, and the top model of the suit B assets is a complete set of texture assets. The scarf model and the corresponding scarf texture asset in the suit A assets can be merged with the top model and the corresponding texture asset in the suit B assets to obtain the assets of the suit B.

[0143] In summary, in an embodiment of the present invention, for at least two sets of game assets that need to be used in combination, at least two low-poly data of at least two sets of game asset data can be combined according to the combined use requirements to obtain corresponding combined low-poly data, and then based on the mapping relationship between the at least two low-poly data and the combined low-poly data, the normal information in the original at least two texture data of the at least two sets of game asset data is adjusted to obtain new texture data, and the new texture data is pasted on the combined low-poly data to correctly display the combined use effect in the engine. By adopting the above method, a mapping relationship between at least two low-poly data of at least two game asset data that need to be used in combination and the combined low-poly data after combination can be established, and the normal information in the original texture data can be recalculated and adjusted through the mapping relationship to obtain new texture data, and the new texture data can be matched with the combined low-poly data for use, so that two different sets of game assets can be recombined and used under commercial game production specifications, and the image display effect after the combined use is consistent with that before the combination.

[0144] The present invention provides a technical solution for combining next-generation 3D art assets to generate new assets in accordance with commercial game production specifications, breaking the limitation that different sets of next-generation 3D art assets cannot be cross-used, or solving the problem that resources are missing after forced matching of next-generation 3D art assets, resulting in incorrect displayed art effects. In the present invention, Maya and Rizomuv are used to match the models and model UVs of different sets of assets, and the layered baking and Cage functions of Marmoset Toolbag are used to recalculate and correct the baking of normal maps, color maps, metal maps, and roughness maps, so that the normal map can be rotated at multiple angles and used without any conditional restrictions. The present invention can combine different assets with each other without restriction and conduct secondary development, reducing the cost of repeated resource production. At the same time, the generated resources also meet the commercial game production specifications and can be directly used commercially if there is copyright. The present invention can reduce the number of maps and materials, reduce the load of the game engine, and refine the package, thereby improving the running performance of the game.

[0145] It should be noted that, for the sake of simplicity, the method embodiments are described as a series of action combinations, but those skilled in the art should be aware that the embodiments of the present invention are not limited by the order of the actions described, because according to the embodiments of the present invention, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions involved are not necessarily required by the embodiments of the present invention.

[0146] Reference Fig.12, shows a structural block diagram of an art asset processing device provided by an embodiment of the present invention, which may specifically include the following modules:

[0147] The acquisition module 1201 is used to acquire at least two sets of game asset data that need to be used in combination; the game asset data includes low-polygon data and texture data configured for the low-polygon data;

[0148] A combining module 1202, configured to combine at least two low-polygon data of the at least two sets of game asset data according to a combined use requirement to obtain corresponding combined low-polygon data;

[0149] An adjustment module 1203 is used to adjust the normal information in at least two texture data of the at least two sets of game asset data based on the mapping relationship between the at least two low-poly data and the combined low-poly data to obtain new texture data;

[0150] The assigning module 1204 is used to assign the new texture data to the combined low-poly data for matching.

[0151] In an embodiment of the present invention, the adjustment module includes:

[0152] The baking submodule is used to establish a mapping relationship between the at least two low-poly data and the combined low-poly data in a preset rendering tool, and bake the at least two low-poly data and the combined low-poly data in layers based on the mapping relationship to obtain the corresponding new map data.

[0153] In an embodiment of the present invention, the baking submodule includes:

[0154] A determination unit, used to determine combined UV data corresponding to the combined low-poly data;

[0155] The baking unit is used to perform layered baking on the at least two low-poly data and the combined low-poly data according to the combined UV data and the mapping relationship to obtain the corresponding new map data.

[0156] In an embodiment of the present invention, the baking submodule includes:

[0157] A first setting unit, used for setting to place the at least two low-poly data in a first layer of the preset rendering tool, and to place the combined low-poly data in a second layer of the preset rendering tool;

[0158] A second setting unit, used for setting to wrap the at least two low-polygon data;

[0159] The starting unit is used to start baking after the setting is completed to bake the new texture data.

[0160] In the embodiment of the present invention, the baking submodule further includes:

[0161] The adjustment unit is used to adjust the normal direction of the package.

[0162] In an embodiment of the present invention, the combined use requirement includes a combined position requirement and a combined angle requirement, wherein the combined position requirement is a relative position requirement between low-polygon data corresponding to the game asset data to be used in combination, and the combined angle requirement is a relative angle requirement between low-polygon data corresponding to the game asset data to be used in combination. The combination module includes:

[0163] A moving submodule, used for moving the at least two low-polygon data according to the combined position requirement to obtain the corresponding combined low-polygon data;

[0164] and / or,

[0165] The rotation submodule is used to rotate the at least two low-polygon data according to the combination angle requirement to obtain the corresponding combined low-polygon data.

[0166] In an embodiment of the present invention, the determining unit includes:

[0167] A first determining subunit is used to combine the original UV data of the at least two low-poly data to obtain the corresponding combined UV data;

[0168] or,

[0169] The second determining subunit is used to perform UV development processing on the combined low-poly data to obtain the corresponding combined UV data.

[0170] In an embodiment of the present invention, the map data includes at least one of a normal map, a color map, a metalness map, and a roughness map.

[0171] In summary, in an embodiment of the present invention, for at least two sets of game assets that need to be used in combination, at least two low-poly data of at least two sets of game asset data can be combined according to the combined use requirements to obtain corresponding combined low-poly data, and then based on the mapping relationship between the at least two low-poly data and the combined low-poly data, the normal information in the original at least two texture data of the at least two sets of game asset data is adjusted to obtain new texture data, and the new texture data is pasted on the combined low-poly data to correctly display the combined use effect in the engine. By adopting the above method, a mapping relationship between at least two low-poly data of at least two game asset data that need to be used in combination and the combined low-poly data after combination can be established, and the normal information in the original texture data can be recalculated and adjusted through the mapping relationship to obtain new texture data, and the new texture data can be matched with the combined low-poly data for use, so that two different sets of game assets can be recombined and used under commercial game production specifications, and the image display effect after the combined use is consistent with that before the combination.

[0172] As for the device embodiment, since it is basically similar to the method embodiment, the description is relatively simple, and the relevant parts can be referred to the partial description of the method embodiment.

[0173] An embodiment of the present invention further provides an electronic device, comprising: a processor, a memory, and a computer program stored in the memory and capable of running on the processor. When the computer program is executed by the processor, each process of the above-mentioned art asset processing method embodiment is implemented, and the same technical effect can be achieved. To avoid repetition, it will not be repeated here.

[0174] An embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is executed by a processor, the various processes of the above-mentioned art asset processing method embodiment are implemented, and the same technical effect can be achieved. To avoid repetition, it will not be repeated here.

[0175] The various embodiments in this specification are described in a progressive manner, and each embodiment focuses on the differences from other embodiments. The same or similar parts between the various embodiments can be referenced to each other.

[0176] It will be appreciated by those skilled in the art that the embodiments of the present invention may be provided as methods, devices, or computer program products. Therefore, the embodiments of the present invention may take the form of a complete hardware embodiment, a complete software embodiment, or an embodiment combining software and hardware. Moreover, the embodiments of the present invention may take the form of a computer program product implemented on one or more computer-usable storage media (including but not limited to disk storage, CD-ROM, optical storage, etc.) containing computer-usable program codes.

[0177] The embodiments of the present invention are described with reference to the flowcharts and / or block diagrams of the methods, terminal devices (systems), and computer program products according to the embodiments of the present invention. It should be understood that each process and / or block in the flowchart and / or block diagram, as well as the combination of the processes and / or blocks in the flowchart and / or block diagram, can be implemented by computer program instructions. These computer program instructions can be provided to a processor of a general-purpose computer, a special-purpose computer, an embedded processor, or other programmable data processing terminal device to generate a machine, so that the instructions executed by the processor of the computer or other programmable data processing terminal device generate instructions for implementing the processes in the flowchart and / or block diagram. Figure 1 A process or multiple processes and / or boxes Figure 1 A device that provides the functions specified in a block or multiple blocks.

[0178] These computer program instructions may also be stored in a computer-readable memory capable of directing a computer or other programmable data processing terminal device to operate in a specific manner, so that the instructions stored in the computer-readable memory produce a manufactured product including an instruction device, which implements the process Figure 1 A process or multiple processes and / or boxes Figure 1 A function specified in one or more boxes.

[0179] These computer program instructions can also be loaded onto a computer or other programmable data processing terminal device so that a series of operating steps are executed on the computer or other programmable terminal device to produce a computer-implemented process, thereby providing instructions for executing on the computer or other programmable terminal device to implement the process. Figure 1 A process or multiple processes and / or boxes Figure 1 A step that specifies a function in one or more boxes.

[0180] Although the preferred embodiments of the present invention have been described, those skilled in the art may make additional changes and modifications to these embodiments once they have learned the basic creative concept. Therefore, the appended claims are intended to be interpreted as including the preferred embodiments and all changes and modifications that fall within the scope of the embodiments of the present invention.

[0181] Finally, it should be noted that, in this article, relational terms such as first and second, etc. are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any such actual relationship or order between these entities or operations. Moreover, the terms "include", "comprise" or any other variants thereof are intended to cover non-exclusive inclusion, so that a process, method, article or terminal device including a series of elements includes not only those elements, but also other elements not explicitly listed, or also includes elements inherent to such process, method, article or terminal device. In the absence of further restrictions, the elements defined by the sentence "comprise a ..." do not exclude the existence of other identical elements in the process, method, article or terminal device including the elements.

[0182] The above is a detailed introduction to a method for processing art assets, a device for processing art assets, an electronic device and a computer-readable storage medium provided by the present invention. Specific examples are used herein to illustrate the principles and implementation methods of the present invention. The description of the above embodiments is only used to help understand the method of the present invention and its core idea. At the same time, for those skilled in the art, according to the idea of ​​the present invention, there will be changes in the specific implementation methods and application scopes. In summary, the content of this specification should not be understood as a limitation on the present invention.

Claims

1. A method for processing art assets, characterized in that: The method comprises: Acquire at least two sets of game asset data that need to be used in combination; the game asset data includes low-polygon data and texture data configured for the low-polygon data; Combining at least two low-polygon data of the at least two sets of game asset data according to the combined use requirement to obtain corresponding combined low-polygon data; Based on the mapping relationship between the at least two low-poly data and the combined low-poly data, normal information in at least two texture data of the at least two sets of game asset data is adjusted to obtain new texture data; Assigning the new texture data to the combined low-poly data for matching; The adjusting of the normal information in at least two texture data of the at least two sets of game asset data based on the mapping relationship between the at least two low-poly data and the combined low-poly data to obtain new texture data includes: A mapping relationship between the at least two low-poly data and the combined low-poly data is established in a preset rendering tool, and based on the mapping relationship, the at least two low-poly data and the combined low-poly data are layered-baked to obtain the corresponding new map data.

2. The method according to claim 1, characterized in that The step of performing layered baking on the at least two low-poly data and the combined low-poly data based on the mapping relationship to obtain the corresponding new map data includes: Determine combined UV data corresponding to the combined low-poly data; The at least two low-poly data and the combined low-poly data are layered-baked according to the combined UV data and the mapping relationship to obtain the corresponding new map data.

3. The method according to claim 1, characterized in that The step of performing layered baking on the at least two low-poly data and the combined low-poly data based on the mapping relationship to obtain the corresponding new map data includes: Setting the at least two low-polygon data to be placed in a first layer of the preset rendering tool, and placing the combined low-polygon data to be placed in a second layer of the preset rendering tool; Setting to wrap the at least two low-polygon data; After the settings are completed, baking is started to bake the new texture data.

4. The method according to claim 3, characterized in that: After the setting wraps the at least two low-polygon data, the setting further includes: Adjust the normal direction of the wrap.

5. The method according to claim 1, characterized in that The combined use requirement includes a combined position requirement and a combined angle requirement, wherein the combined position requirement is a relative position requirement between low-polygon data corresponding to the game asset data to be used in combination, and the combined angle requirement is a relative angle requirement between low-polygon data corresponding to the game asset data to be used in combination, and the combining of at least two low-polygon data of the at least two sets of game asset data according to the combined use requirement to obtain corresponding combined low-polygon data includes: Moving the at least two low-polygon data according to the combined position requirement to obtain the corresponding combined low-polygon data; and / or, The at least two low-polygon data are rotated according to the combined angle requirement to obtain the corresponding combined low-polygon data.

6. The method according to claim 2, characterized in that The determining of the combined UV data corresponding to the combined low-poly data includes: Combining the original UV data of the at least two low-poly data to obtain the corresponding combined UV data; or, The combined low-poly data is subjected to UV development processing to obtain the corresponding combined UV data.

7. The method according to claim 1, characterized in that The map data includes at least one of a normal map, a color map, a metalness map, and a roughness map.

8. An art asset processing device, characterized in that: The device comprises: An acquisition module, used to acquire at least two sets of game asset data to be used in combination; the game asset data is art asset data finally applied to the game obtained after being processed by the next-generation 3D art asset production process; the game asset data includes low-polygon data and texture data configured for the low-polygon data; A combining module, used for combining at least two low-polygon data of the at least two sets of game asset data according to the combined use requirement to obtain corresponding combined low-polygon data; An adjustment module, configured to adjust normal information in at least two texture data of the at least two sets of game asset data based on a mapping relationship between the at least two low-poly data and the combined low-poly data, to obtain new texture data; An assigning module, used for assigning the new texture data to the combined low-poly data for matching use; Wherein, the adjustment module includes: The baking submodule is used to establish a mapping relationship between the at least two low-poly data and the combined low-poly data in a preset rendering tool, and bake the at least two low-poly data and the combined low-poly data in layers based on the mapping relationship to obtain the corresponding new map data.

9. An electronic device, characterized in that: include: A processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein when the computer program is executed by the processor, the steps of an art asset processing method as claimed in any one of claims 1 to 7 are implemented.

10. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the steps of the art asset processing method as claimed in any one of claims 1 to 7 are implemented.

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