Detail Normal Maps in VR Environments
Subscribe:  iCal  |  Google Calendar
Milwaukee US   17, Jun — 22, Jun
New York US   17, Jun — 20, Jun
St. Petersburg RU   19, Jun — 21, Jun
TBA BR   22, Jun — 24, Jun
Amsterdam NL   25, Jun — 28, Jun
Latest comments
by Shayne Byrne
2 hours ago

Maybe they should focus on making their games they already have run a bit better first. There are many complaints about the game play in World of Tanks. The platoon aspect needs fixing so it is more fairly ranked.

>Evangelion on TV I see you're man of the culture, Thomas :)

give me some names. Who's doing great environment work with Unity these days? I'd be happy to interview anyone who's showing some cool stuff!

Detail Normal Maps in VR Environments
10 August, 2017

Andrew Severson gave some tips on how to build interactive game environments for VR games. Most recently he’s been hard at work on Gunheart – a new VR shooter made by Drifter. Much of this work has benefited from the art direction and assets of Kenneth Scott and other members of the Drifter team. VFX was done by Shen Spurgeon.

In this little post Andrew shared some of the things he learned during the production of high-quality 3d environments for virtual reality. Before Andrew created spaces for Halo 4 and Halo 5.

I have been working in VR for 1.5-2 years now, I have some experience making environments on multiple VR projects.

One major difference between classical 3d environments and VR games is that large normal map details don’t read so well. This is why it is important to get the most out of your geometry. Where the Normal map would read very well, in a non VR game it will still look very flat when you’re standing in front of it in VR. 

Detail Normal maps are still great for adding some resolution to something that is being scaled a lot.  You obviously don’t want to go overboard with the vert count, something like rivets may not need to be modeled out, but maybe you have a pipe or a hose that should be in the low res mesh and not just a normal map.

Another consideration is just how much differently people see the world compared to flat screen games.  A player can lay on the floor or crouch, pretty much anything they can physically do, to see stuff in ways that you may not expect. You have to imagine things to be able to be seen from nearly any angle within the play space and even then, a player with a lot of room to walk around in their VR set up can potentially walk out of where you want them to be.  So you want to be mindful of how environments are composed. 

Beyond that you just do what you can to have good performance, cut down on transparencies and decals, try to keep shaders optimized. It’s really a juggle, as game art usually is, to make the art you want and keep the performance you need. Because of working in VR, keeping up a good frame rate for reasons of comfort for the player is the most important thing.  The last thing you want is to make someone feel sick.

Andrew Severson, Environment Artist


Leave a Reply

4 Comment threads
0 Thread replies
Most reacted comment
Hottest comment thread
4 Comment authors
nicDonAdminZname Recent comment authors

very poor interview.


Thought so too.. Really not a lot of information, just some Screens from a UE4 Environment. Maybe the author would like to edit this article and share some more of his insights ?


How to use Detail Normals in UE? I thought this article about it.