Docking Sim: high fidelity realtime rendering

Matthew murchison dockingdoor

High fidelity using custom vertex normals and tilled detail maps. Runs realtime on Low-end computers.

Matthew murchison customnormals

Vertex blanding comparison.

For Docking Sim I wanted to try the 'Face Weighted Normals' Workflow form Alien Isolation and Star Citizen. Though it takes a bit more work in the modelling stage, but the visual quality it delivers is unparalleled. The workflow allows for crisp edges by averaging edge normals over only the bevel instead of the entire surface of the model. With normals and surface shading being controlled by geometry, the artist can then use low-res, tilling textures to make very high detail surfaces with triplanar projection.

You can play Docking Sim for free on to see the art up close for yourself: