Perancangan Aset 3D Environment Game Into the Abyss berbasis Quadrilateral Polygonal Modeling dan Teknik Stylized Texturing

Repository Analytics

Statistic Details

Updated data
4Viewes
0Downloaded
4Accessed per month
3Countries
Loading...
Thumbnail Image

Authors

Yudha, Mahesa

Journal Title

Journal ISSN

Volume Title

Publisher

Politeknik Negeri Batam

Abstract

The design of 3D environment assets plays a crucial role in spatial immersion, yet relying on procedural dungeon generators often results in unpredictable layouts and flat visual aesthetics. This research aims to apply Quadrilateral Polygonal Modeling and Procedural Stylized Texturing to 56 environment assets in the “Into the Abyss” game project to overcome the flatness issue and evaluate the resulting visual feasibility. A descriptive qualitative approach was used alongside Practice-Based Research and Action Research methodologies, positioning the iterative creative process of 3D asset optimization as the primary mechanism for empirical problem-solving. Results indicate that pure quadrilateral modeling was successfully implemented, verified by a strict 2:1 tris-to-faces mathematical ratio that effectively prevented shading artifacts while maintaining low-poly constraints. The procedural texturing utilized UV Border Distance algorithms within Adobe Substance Painter to automatically generate clean edge highlights, mimicking a cel-shaded style. This was combined with tileable node-based textures created in Adobe Substance Designer for macro architecture. Evaluation by four expert informants confirmed that the resulting assets meet professional game art standards, effectively eliminating flat aesthetics, providing precise modular connectivity without clipping, and enabling flexible narrative staging for dungeon environments.

Description

Keywords

Citation

APA

Collections

Endorsement

Review

Supplemented By

Referenced By