Autopsy Simulator
Advanced pathology simulation with realistic cadaver systems and forensic examination mechanics
Our Role in Autopsy Simulator
Yarrawah Interactive provided asset production for the Autopsy Only Mode in Autopsy Simulator, a detailed forensic simulation game. Our work focused on retexturing and improving cadaver models with dynamic injury visualization, procedural wound blending, and advanced shader networks. We enhanced four cadaver models through topology refinement, detailed re-sculpting, improved UV mapping and baking, and blendshape creation, delivering comprehensive material systems supporting unlimited injury variations and procedural detail.
Key Contributions
- Topology refinement and re-sculpting for enhanced detail capture
- Optimized UV layouts and high-resolution texture baking
- Blendshape creation for anatomical deformation
- Master shader creation with 4-layer wound blending system
- Procedural injury randomization with 30+ texture variations
- Runtime texture array generation overcoming Unity sampler limits
- Comprehensive organ retexturing with pathological variations
- 2D tutorial board UI graphics for forensic procedure workflow
Technical Achievements
Development Showcase
Our technical work brought realistic pathology to life through advanced material systems and anatomically accurate modeling.
Cadaver Models
Refined four cadaver models through topology optimization, detailed re-sculpting, and improved UV mapping for superior texture baking. Enhanced anatomical accuracy with blendshape systems for realistic deformation, delivering production-ready assets with comprehensive material support for dynamic injury visualization.
Injury Visualization
Developed procedural injury systems featuring 30+ texture variations including blunt force trauma, lacerations, gunshot wounds, and decomposition states. Engineered custom master shader with four-layer wound blending and runtime randomization, enabling unlimited forensic scenario combinations.
Advanced Shader Systems
Built sophisticated Unity shader architecture featuring custom master shader and subgraph systems for multi-layer wound visualization. Implemented runtime texture array generation system to overcome Unity's 16 sampler limit while supporting complex procedural blending and pathological organ variations.
Visual Portfolio
A comprehensive look at our cadaver models, injury systems, and material work for Autopsy Only Mode.
Injury Visualization Details
Detailed injury textures showcasing bruising, lacerations, burns, and infection states with realistic material blending.
Bruised Arm
Bruised Leg
Skin and Wound Detail
Abdominal Laceration
Infected Wound
Burnt Hand
Infected Wound
Burnt Torso
Swollen Face
Cadaver Models
Four unique cadaver models with anatomical accuracy, injury visualization, and procedural wound systems.
Old Man
Annie
Seth
Samantha
Organ Systems
Detailed organ retexturing with realistic material properties and pathological variations.
Brain - Hemorrhage
Heart - Burnt Tissue
Heart - Discoloured
Heart - Discoloured (Variant)
Liver - Laceration
Lungs - Healthy
Lungs - Infected & Hemorrhaged
Lungs - Pulmonary Fibrosis
Trachea - Swollen
UI Asset Design
Tutorial board UI assets showing autopsy procedure workflow and individual design elements.
Autopsy Procedure Workflow
Start
Gloves
Apron
Folder
Camera
Photos
Hand Test
UV Light
Magnifying Glass
Syringe
Microscope
Pipette
Saw
Scalpel
Cut Open
Brain
Organs
Needle
Sew Up
End Final Implementation
Tutorial Board - Final Composition
Technical Systems
Advanced shader networks and material systems powering dynamic injury visualization with runtime texture array generation and multi-layer blending.
M_Skin_Blend Master Shader
SG_WoundBlend Subgraph
Texture Array Generation
Material Blending System
Organ Retexturing System
Dynamic Wound Parameters
Master Material Architecture
The material system consists of two primary components working together to enable dynamic wound visualization:
- M_Skin_Blend - Master shader controlling base textures and layer composition
- SG_WoundBlend - Subgraph handling multi-layer blending logic for up to 4 independent wound layers
Texture Array System
To overcome Unity's 16 texture sampler limitation while supporting 4 wound layers, we implemented a runtime texture array generation system. Each character material set requires 3 texture arrays:
- BaseColor Array - RGBA color variations for wound states
- Normal Map Array - RGB tangent space normals for surface detail
- Mask Array - Single-channel masks controlling blend regions
OldMan character: 9 texture arrays (3 material sets) | Samantha character: 12 texture arrays (4 material sets)
Layer Blending System
Each of the 4 wound layers supports independent control through RGBA vector parameters:
- Mask Intensity - Controls blend strength per layer
- Normal Intensity - Adjusts surface detail prominence
- Saturation - Per-layer color saturation control
- Hue Shift - Independent color shifting in degrees
- Power - Contrast and falloff control affecting blend sharpness
- Divide - Division values for fine-tuning blends (supports negative values for inversion)
- Global Intensity - Master strength control per layer
Performance Optimization
The system employs several optimization strategies:
- Runtime texture array generation for memory efficiency
- Single subgraph reused across all wound layers
- Texture array approach stays under Unity's sampler limit while supporting complex layering
- Procedural blending reduces need for unique texture sets
Need AAA Asset Production?
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