minh le

Post on 15-Dec-2014

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Content Development for TI FPS Game

Character ModelingWeapon Modeling

Level Modeling

Hong Kong SDU

6,000 – 10,000 polygons

Body, feet, head, arms are modeled

seperately

Use photographic reference whenever possible.

Facial modeling using splines

Spline → Mesh

Wrinkles and details are added using

Mudbox

Create a lo-res mesh from the hi-res mesh.

MRM causes nasty artifacts

Fix edges so mesh looks smoother

Create UVMapping co-ordinates for the lo-res mesh

Use projection mapping to create a Normal Map

Use original photo to create small details

Combine the two Normal maps

Weapon Modeling

Use more polygons in area closest to player viewpoint

Maximize UVWMap so important areas have more UVW Space

Texture map creation

Setup lights to render ambient shadows

Ambient Occlusion Render

Level Creation (Tree Models)

Onyx Tree (procedural tree modeler)

Select a few branches and export to 3dsmax

Break the branch into smaller branches and render them to a texture.

The lo-poly branches look great from the side but a bit flat from other angles.

The mini-branches are placed onto the tree trunk.

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