Modular Technique of 3D Modeling and Procedural Texturing for 3D
Game Environment Design of “Jurnal Pahlawan”
William Suanto
1
, Yusup S. Martyastiadi
1,2
1
Faculty of Art & Design, Universitas Multimedia Nusantara, Tangerang, Indonesia
2
Doctoral Program, Graduate School, Indonesia Institute of the Arts Yogyakarta, Yogyakarta, Indonesia
Keywords: Modular Method, Procedural Texturing, 3D Game Environment Design
Abstract: 3D game “Jurnal Pahlawan” (Hero’s Journal) is a game project based on the battle of Surabaya, Indonesia in
November 1945 between Indonesian soldiers and British & British Indian troops. The purpose of this
project is proposing a joyful learning media with history contents for youth through the game. The young
users can interact with game system, which resemble to historical recount of the battle of Surabaya. The 3D
digital visualization of the game world leads game players are be immersed to the game. This paper
describes the process of designing the game environment, mainly historical building modeling and
texturing. The research uses qualitative method such as battlefields observation, literature study and visual
existing study. In addition, the assets design process uses modular technique in 3D building modeling and
procedural texturing. Finally, the result of this design process gives opportunities for 3D designers to create
game environment systematically. It means, in terms of 3D game environment, the repetition process of 3D
assets production could be applied for making huge digital architectural in the game world easily.
1 INTRODUCTION
Many heroes from various places sacrificed their
lives to fight for Indonesian independence. The
battle of Surabaya on 10 November 1945 was one of
the important historical events in preserving for
independence. In the battle, many fighters from
various groups together against allied forces (The
Dutch - British Army) who trying to occupy the city
of Surabaya (Sentosa, 2014). This battle event was
later designated as a hero day, which could be
interpreted as a true fight.
Discussing about history, mostly, some sources
of Indonesia historiography obtained from literatures
such as history book and textbook. On the other
hand, the young Indonesians tend to not read history
books (Rofalina, 2015). It is a potential problem that
faced by young people to learn about history
content. In spite of that, technology gives
opportunity to integrate any knowledge so they ease
to learn. Therefore, game as a new interactive media
can be an alternative in disseminating this
information.
The game is one of the fastest growing digital
media and also very fashioned to the society at the
moment. In addition, McGonigal (2011) added that
playing games could increase the positive emotions
of the players. This sensation affected by the
pleasure and satisfaction that are gained when
accomplishing the games.
There are so many themes that can be
incorporated into the games and historical content is
one of them. Recently, there are lots of practices in
combining game with history content that has been
done and give positive feedbacks. Players can feel a
direct visualization of the historical reconstruction
which being displayed. As a result, the content is
easier to understand due to the game appearance and
can be linked directly to its historical events
(Wainwright, 2014). Based on this, the game can be
a supporting media in the delivery of historical
material, especially the events of the battle of
Surabaya in November 10, 1945.
This 3D game is named “Jurnal Pahlawan” (The
Journal of Heroes). The name of this game was
taken based on Indonesia Heroes' Day as a memorial
to the battle of Surabaya.
1.1 3D Game
Three-dimensional game is a digital game that
applies three-dimensional media, so the objects in
Suanto, W. and Martyastiadi, Y.
Modular Technique of 3D Modeling and Procedural Texturing for 3D Game Environment Design of “Jurnal Pahlawan”.
DOI: 10.5220/0008525200050012
In Proceedings of the 1st International Conference on Intermedia Arts and Creative Technology (CREATIVEARTS 2019), pages 5-12
ISBN: 978-989-758-430-5
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
5
the game can be seen from various sides and
interacted with them. Adam (2014) divides several
types of perspectives displayed in three-dimensional
games, namely:
Fixed 3D: game that presents static three-
dimensional backgrounds but is rendered in real-
time. In this perspective, players cannot see
objects freely.
First-Person: game that makes player sees based
on the perspective of the first person. Elias
(2019) added that this type of game seems quite
realistic because players like to look directly into
the game. All interactions performed by the main
character are seen through the eyes of the
character.
Third-Person: in this perspective the player acts
as a third person and the player can see the
characters played from various sides and move
the character in various directions.
1.2 3D Environment
A three-dimensional environment is an environment
made into three-dimensional forms. Meigs (2003)
states that in the game, environment has functions to
visualize the atmosphere, provide information of the
time and location, and complement game play and
support the stories. A game environment usually has
seven basic elements, namely terrain, water, sky,
sun, clouds, indoors and plants (Chopine, 2011).
Ahearn (2017) points out that designing
environments on a large scale requires a long time,
so it needs efficient techniques to develop the game.
The modular technique can speed up the processing
time of 3D assets modeling. Modular technique is a
technique that repeats a simple asset and organizes
into a single unit. In this process, modular
techniques also require several other techniques that
can give a little variation to the assets compilation,
which are free-form and hybrids techniques (Ahearn,
2017). Free-form technique takes advantage of the
player's perspective and rotation, so the assets seen
slightly different. The hybrids technique provides
other variations and details by combining non-
modular assets into modular assets.
Chopine (2011) in his study describes that 3D
objects in games certainly have a low number of
polygons. This low-polygon has limitation of the
assets’ form, which the assets are looked rough. To
overcome this boundary, the 3D artist can apply
normal maps to increase the detail of the 3D objects.
The normal maps function as a texture that creates
the impression of depth and can be applied with
procedural techniques. The procedural texture is
texture repetition techniques with same pattern as
seamless edges, consequently they can be replicated
on other assets (Chopine, 2011).
1.3 Dutch Colonial Architecture in
Indonesia
The Dutch colonial architecture built in Indonesia
belongs to the category of modern architecture.
However, Sumalyo (1995) explains that these
architectures are unique because there are adaptation
of two cultures between modern architectural
culture, which brought by the Dutch and traditional
Indonesian culture. In the urban planning, the Dutch
had their own characteristic of built magnificent
buildings in the downtown. In addition to the
distinctive features of the city structure, the Dutch
also had a buildings characteristic that they erected
which was adapted to the climate in Indonesia. The
adjustment optimized lighting and air circulation as
construction elements of the interior of the building.
1.4 The Battle of Surabaya in 1945
Ricklefs (2008) emphasizes that the battle of
Surabaya was the biggest battle that occurred in
Indonesia after Indonesian Independence Day. The
main cause of this battle was the arrival of allies
(The Dutch - British Army) who aimed to evacuate
prisoners of the previous war. However, the arrival
of these allies coincided with the speech of Sutomo
(Bung Tomo). This circumstance led tempestuous
condition in Surabaya at that moment.
Actually, the allied forces and the Indonesian
side had a cease-fire agrement, however fighting
broke out again as a result of the murder of
Brigadier General A.W.S Mallaby. Theorina (2007)
wrote that in its movement, the allies attacked the
Surabaya region from the north, which was the coast
and then moved to the south by deploying the navy,
army and air forces. Ricklefs (2008) adds
information that during this battle, allied forces
successfully controlled more than half of the city of
Surabaya, consequently Indonesian forces retreated
to other areas.
2 METHODOLOGY
There are several methods in design process in
collecting some supporting data. These data will be
the basis for creating the environment concept. Then
the next process is brainstorming & mind mapping
which is useful for determining the focus in this
design. After passing the two processes above, the
CREATIVEARTS 2019 - 1st International Conference on Intermedia Arts and Creative
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next thing to do is to set the environment concept.
This is related to the location and object that will
exist in that environment.
2.1 Data Research
At this stage, the authors conduct literature studies
and interviews, which employ to explore the
material and techniques needed in the design
process. In addition, we also conducting former
battlefield observations in the city of Surabaya and
also compared several existing works. The aim of
existing study is getting an overview and also visual
references. The battlefield observation used for 3D
environment conceptualization.
2.2 Brainstorming & Mind Mapping
According to the phenomenon and obtained data, the
focus set for asset visual is a Dutch colonial building
with a specific location, namely Jembatan Merah
area. The reason for the establishment of this
location is because there is much iconic architecture
from the Netherlands. The designer set the colonial
buildings that would be developed were Internatio
building and Cerutu building. In addition to the
visual focus, the author also determined the PC
platform as a platform for playing games.
Furthermore, the PC also used for separating
building asset and produced supporting game
properties.
2.3 Environment Conceptualization
The concept of environment is made to adjust the
theme; therefore the environment will be described
as the place where the battle of Surabaya was took
place. The visual theme of the game environment is
realist visual style. It is a challenge to reconstruct the
battle of Surabaya in realist visual theme.
Figure 1: Visual Reference of Jembatan Merah Area.
(https://upload.wikimedia.org/wikipedia/commons/d/de/COLLECTIE_TR
OPENMUSEUM_De_Roode_Brug_en_de_Handelstraat_in_Soerabaja_T
Mnr_60028087.jpg)
Figure 2: Visual Reference of Internatio Building.
(https://i.pinimg.com/564x/61/57/48/615748537aa1e2d91f126e1fc81758ac.
jpg/)
There are many differences according to the ties of
time and battlefield. To overcome this challenge, the
researcher looks for some historical photographs as
references to get approximate visualization of the
battle time, for examples as shown in Figure 1 and
Figure 2.
Since the area around Jembatan Merah was an
urban area, there will be many buildings in that
location in the game world visualization. For the
map topology, the author follows a photo from the
Surabaya tram map in the 1940s (Figure 3).
Figure 3: Surabaya’s Tram Map in 1945.
(http://picssr.com/photos/bad_boy_4_life/interesting/page29?nsid=5825643
3@N07)
Modular Technique of 3D Modeling and Procedural Texturing for 3D Game Environment Design of “Jurnal Pahlawan”
7
Figure 4 shows the process of designing the 3D
environment in the “Jurnal Pahlawan” game.
Figure 4: Design Process Scheme.
2.4 Sketches
2.4.1 Environment
The designer sketches the topology for the Jembatan
Merah area (Figure 5), which is adjusted by
reference from the tram map (Figure 3). Figure 6
and Figure 7 illustrate the atmosphere of the
battlefield.
Figure 5: Sketch of the Jembatan Merah Area Topology.
Figure 6:
Sketch of the Urban Atmosphere.
Figure 7:
Sketch of the Jembatan Merah Atmosphere.
2.4.2 Buildings and Props
Basically, houses that designed for residents have
the same shapes, so the buildings for housing will be
made by adjusting the sketch of the Jembatan Merah
topology. The sketch of colonial buildings drew
based on visual references, as shown in Figure 8 and
Figure 9.
Figure 8: Sketch of the Cerutu Building.
Design Application
&
Asset
Implementation
Data Research
Brainstorming &
Mind Mapping
Environment
Concept
Literature Review
Battlefield
Observation
Study Existing
Game Engine
Implementation
Internatio
Building
Supporting Props
Textures
Visual Reference
Colonial Building
Jembatan Merah
Area
CREATIVEARTS 2019 - 1st International Conference on Intermedia Arts and Creative
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Figure 9: Sketch of the Internatio Building.
Props are illustrated according to the objects in
the old photos references in 1945, some games
visual references, and also adopted from the
properties of existing animation movies (Figure 10).
Figure 10: Sketch of the Props.
3 DESIGN APPLICATIONS
In this process, the author implements a sketch that
has been designed into the process of three-
dimensional modeling and texturing.
3.1 Environment Asset
In this stage, the designer did a layout blocking
based on the sketch of topology maps as shown in
Figure 11. The purpose of this layout blocking is to
determine the structure of the building and the
density of the location.
Figure 11:
Blocking Level of Jembatan Merah.
The next steps are 3D architectural modeling, 3D
game properties modeling, and textures making.
3.1.1 Building
The 3D modeling implementation of the building,
the scale of each part of the building for housing is
determined by character height. In addition, the
designer also breaks down each part of the building
as needed (Figure 12). The Internatio building
(Figure 13) and the Cerutu building (Figure 14) get a
special treatment for modular parts. This special
handling of the 3D modeling process due to broad
modular section and more detail of those buildings.
Figure 12:
Modular Section and Building Scale.
Figure 13:
Modular Section on Internatio Building.
Modular Technique of 3D Modeling and Procedural Texturing for 3D Game Environment Design of “Jurnal Pahlawan”
9
Figure 14:
Modular Section on Cerutu Building.
After the modeling process, the designer made
UV map template by adjusting the 3D model using
material features of the 3D modeling software. The
3D model unwrapping process (as shown in Figure
15) was needed for preparation of texturing
implementation using procedural texture technique.
The result of this unwrap process must have
proportionally same measures (length - width) with
the texture dimension. This procedure is important
to ensure the texture look fit to the 3D asset and
visually not stretch.
Figure 15:
Unwrap on Modular Walls.
3.1.2 Game Properties
In this game, properties are made in various types
(Figure 16). These properties were designed to
provide variations and triggers of the interactions
with players. For instance, the property could be
used as a protector when shooting the enemies
(Figure 17). Since the property assets are non-
modular 3D model, the property assets were made a
lot and varied, so they can be visualized more
distinction.
Figure 16:
Game Properties Asset.
Figure 17:
Game Properties Asset as Protector.
3.1.3 Textures
Procedural textures are made into several types to
give variation to buildings as shown in Figure 18. In
addition, each texture is made into seamless edge.
So it does not cause cuts effect when be
implemented to the 3D asset. It means, the texture
has simultaneous visualization when it is repeated to
the tiled assets.
Figure 18:
Texture Set for Modular Assets.
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This procedural texture can be applied to any
modular assets. On the other hand, texture that is not
implement the procedural technique can only be
executed on certain objects, which have been fitted
to its texture.
Some textures, especially wall textures were
designed to match the theme by using a slightly
more faded color and also there is the effect of
cracks or broken walls to give the impression of
historical of the battle. This texture can only be
applied to modular assets with good unwrap as
explained in the previous point (Figure 15). In the
game engine software (Unity 3D), first step, the
designer made a material that is main texture
components such as diffuse/ base color before this
texture was used. This function is making the color
giver (Figure 19) and also normal map whose
providing detail and depth effect (Figure 20). Some
additional textures such as roughness, metallic and
height can also be added to furnish more detail of
the material. When this material preparation has
been completed, the next step is assigning the
textures material to modular assets.
Figure 19:
Base Color of Concrete.
Figure 20:
Normal Map of Concrete.
3.2 Game Engine Implementation
Modular assets that have been completed were then
set into the 3D game engine. Next, the procedural
texture was applied to modular assets and arranged
using a free-form technique that utilizes position
changes and rotations on objects precisely (Figure
21). If arranged correctly, the results will be
obtained as in Figure 22, Figure 23 and Figure 24.
Figure 21:
Modular Asset Preparation.
Figure 22:
Modular Asset for House.
Figure 23:
3D Asset of Internatio Building.
Modular Technique of 3D Modeling and Procedural Texturing for 3D Game Environment Design of “Jurnal Pahlawan”
11
Figure 24:
3D Asset of Cerutu Building.
After completing the construction of several
buildings, the last step is utilizing the results of the
layout blocking that has been previously done by
replacing the marker boxes with building assets and
properties, so they become a whole environment, as
shown in Figure 25.
Figure 25:
The Visualization of Jembatan Merah
Environment.
4 CONCLUSIONS
According to the results of this study of 3D game
development, we can conclude that the
implementation of modular techniques on 3D
modeling and procedural texture potentially has
positive influence in designing large-scale game
environments. Both of these techniques are able to
accelerate the process of working on assets,
especially in buildings that are scattered in the huge
game environment.
The recommendation for next study is doing
research for an implementation possibility of
modular technique for organics modeling of game
assets, such as plants & trees and other non-angular
objects.
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Adams, E., 2014. Fundamentals of Game Design. USA:
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Ahearn, L., 2017. 3D Game Environments: Create
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Chopine, A., 2011. 3D Art Essentials: The Fundamental of
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Elias, H., 2019. First Person Shooter: The Subjective
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McGonigal, J., 2011. Reality Is Broken: Why Games Make
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Meigs, T., 2003. Ultimate Game Design: Building Game
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