Today, I wanted to analyse floating and optimisation in games, this will help with future projects and correlate with my own work. The in depth analysis can help me create correct judgement for my own work in terms of floating objects and optimisation.
The example I will use is the map Blizzard World on Overwatch, as that is the closest example I could get to the stylised aspect and similarity/inspirational/informative aspect.
A conclusion I draw from all the images is in terms of environment art, the buildings have various tiling textures on, which include a plaster/stone brick style, additionally, trim sheets were probably used for beams and skirts. Even though it is not obvious from the picture, tiling roof tile textures were probably used for the rooves as well, but they added a different hue to them to make them the respective colours, from blue to red and purple.
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The chimney in this shot is a floating object, from the outside of the tavern, you are unable to tell that it is floating. However, you can still see the lighting from the fire inside, even though the fireplace inside the tavern has been modelled completely separately. However, an optimisation pass hasn't been made, probably because the face goes all the way to the top of the tavern.
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The tile at the top of the house in the top left is a floating object, you can tell because the roof below it has had the bottom part removed for optimisation. Furthermore, the house to the right has a brick tiling texture on, you can tell by the way the brick pattern repeats itself. However, this is outside of the playable area, so it wouldn't matter as much.
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This example shows floating objects, the rock in the top right is floating, along with the other rocks in the background, furthermore, the beam at the front is floating with an optimisation pass, as it is in the ceiling, the top face has been removed. The small wooden entrance doors are floating, this is most obvious on the far left one.
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This image makes it fairly obvious to see what is optimised and floating. The windows/wood boards on the other side of the construction clearly demonstrate an optimisation pass due to the removal of the back faces, additionally the floating within the wall clarifies that it is indeed a floating object. The whole room in general is inaccessible, which would make it the perfect candidate to not model any interior and have the whole partition a floating object.
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This image makes it obvious that the roof above is modelled as a floating object, additionally, you cannot see the bottom of the roof, meaning an optimisation pass has been done on this object.
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In this shot, the wood beam and wood skirting to the left have the back faces removed to optimise the scene. You can tell this is the case as the wood skirting against the opposite wall is still fully visible and you wouldn't be able to tell if there was missing geometry.
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In this image, you can tell there is floating geometry, the house I stand on in this shot is a box, within a box, in terms of modelling. The roof has also been partitioned to make the tiles pop out along the darkest points which creates an almost in built ambient occlusion. Which would have been achieved by creating a plane, then pulling up the edges in a ring 1-by-1.
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