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Games Development | Antony O'Sullivan FUNDAMENTALS OF HIGH POLYGONAL MODELING FOR GAMES - WORKBOOK

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Page 1: Fundamentals of High Polygonal Modeling For Games - …€¦ · Web viewFundamentals of High Polygonal Modeling For Games - WORKBOOK. ... and use the default word lines in a blue

Games Development | Antony O'Sullivan

Fundamentals of High Polygonal Modeling For Games - WORKBOOK

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INTRODUCTION

This workbook is the accompanying 'test' to your high-poly modeling lectures and the 'Fundamentals of High Polygonal Modeling for Games Environments' document that you have been given.

The workbook is split into 3 sections:

1. High-Poly Modeling Theory

2. Applications of High-Poly Modeling

3. High-Poly Asset Production

Each of these sections will test your knowledge of high-poly modeling, you ability to recognise good practice and the theories surrounding the process, as well as creating your own designs and high-resolution meshes.

Please see below for specific details of each section and it's requirements:

COMPLETING THE WORKBOOK

You will be required to complete this workbook and answer all of the questions/sections.

Read the instructions for each question carefully, and answer in the appropriate format. Some questions may require longer answers than others, or drawing over the top of some of the pictures to illustrate your understanding.

Please use the boxes provided next to or underneath each question to answer them, and use the default word lines in a blue colour to outline when editing pictures.

Some questions in section 3 require you to include your own images, so please save off your images and insert them in the spaces provided in the handbook.

Games Development | West Cheshire College

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SECTION 1 - HIGH-POLY MODELING THEORY

This section will test your knowledge of high-polygonal modeling theory and your ability to explain its purpose for use in modern games.

Please read the questions carefully and answer to the best of your ability.

HIGH-POLY MODELING AND NORMAL MAPS

1. Give a brief definition of high-poly modeling. What is its purpose and how is it used within modern games?

2. Briefly explain the purpose of normal maps, and their use in modern games.

3. What is the term used to describe the process of adding significant amounts of edges to a mesh simultaneously?

Games Development | West Cheshire College

High-poly modeling is the method of creating a high level of detail within a mesh by increasing the amount of edges. This is known as ‘Subdivision’. Edge-loops can be manipulated throughout the mesh to refine the areas of detail. High-poly modeling is used to add high levels of detail to a low-poly mesh by projecting the intricate detail onto UV co-ordinates through texture maps. This means that a low-poly mesh can display a high level of detail, without having a huge triangle count which helps in modern games as game engines cannot handle extremely high levels of triangles.

Normal maps are used, essentially, to indicate ‘height’ in a map. They give the impression of a complex mesh by using the projection of light where there is actually no detail on that specific part of the mesh. For example, a high-poly floor may be modeled to create intricate detail, then a normal map will be baked to show the detail, such as light reflecting off rivets, edges, certain parts of the floor etc. even though the detail actually doesn’t exist on the mesh (as it has been applied to a low-poly mesh). This is a very effective way of creating the illusion of high-poly detail in modern games, whilst using a very small amount of triangles.

Subdivision

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4. What name is given to a succession of edges that are found the whole way through a group of faces?

5. Name 2 different methods in which a mesh may be subdivided for high-polygonal modeling.

-End of Section 1-

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Edge-loop

1. Using the TurboSmooth Modifier

2. NURM Subdivision

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SECTION 2 - APPLICATIONS OF HIGH-POLY MODELING

In this section, you will required to identify good practices of high-polygonal modeling, good features of high-poly models and how necessary high-polygonal construction is depending on the low-resolution asset.

Please read each question carefully and complete in the appropriate format.

HIGH-RESOLUTION MESH USE

1. Upon studying the game-ready meshes below, which of these would have likely seen benefits from a high-resolution mesh prior to being textured and completed? Tick the yes or no box, and briefly describe your decision in the box provided.

a.) Chair - Skyrim

Yes No

b.) Barrel - Far Cry 3

Games Development | West Cheshire College

As the majority of the chair is made of wood, which doesn’t reflect light, the mesh wouldn’t need to be high-resolution. The seat looks slightly depressed in the centre by also looks as though the material doesn’t reflect light very well. As the chair is not a very important asset in the game, a high-resolution mesh wouldn’t be required.

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Yes No

c.) Door - Quake 4

Yes No

d.) Treasure Chest - Skyrim

Games Development | West Cheshire College

The barrels would benefit from a high-resolution mesh as the side of the barrels have a lot of ridges that would respond to light. This means the illusion of detail in a high-res mesh could be shown, with only a low-res mesh being used.

The door would require a high-resolution mesh and there is a lot of detail that is also responding to the light.

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Yes No

EDGE RETENTION AND DEFORMATION

2. Study the examples of simple common meshes below. Do the supporting edge loops (highlighted in blue) allow suitable subdivision whilst retaining their original silhouette? Place a tick in either the yes or no box next to the mesh, and briefly explain your answer.

a.) Plane

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The treasure chest wouldn’t require a high-resolution mesh as there is not that much detail present that couldn’t be shown just on the texture itself. The colours are quite dull and don’t look to be reflecting any light.

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Yes No

b.) Cube

Yes No

c.) Cylinder

Yes No

EDGE MANAGEMENT

3. On the various low-resolution base meshes below, draw (using the line shape) where you believe to be the best places for supporting edges in order for the meshes to keep their original silhouette and hard edges after subdivision.

a.) 'Step' Style Mesh

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As the edges highlighted aren’t tight to the edges, the shape would be severely distorted if subdivision was used.

There are not enough edge-loops on the faces so subdivision would cause the cube to become very rounded with only a few straighter edges.

As the edge loops are close to the original edge, the cylinder will keep its original silhouette, but with a more rounder original edge on the top and bottom.

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Explain the reasons for your drawing below...

b.) Barrel Style Mesh

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The edge-loops have been added close to the original edges so that the original silhouette is maintained without losing too much of its original shape. Each original edge of the end of the step has an edge-loop placed above and below them so once subdivision is applied, the end of the steps will only be rounded off to indicate wear. An edge loops is applied close to very outer original edges to ensure the original silhouette is maintained without too much distortion.

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Explain the reasons for your drawing below...

c.) Box Style Mesh

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Edge-loops are placed above and below the ridges on the sides so that they become smooth. An edge-loop is applied near to the top of the barrel and also at the bottom to maintain the original silhouette. On the top-inside of the barrel, an edge-loop is added on the inner lip so that the lip become smooth, and an edge-loop is applied on top face close to the original edge so there is minimal smoothing.

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Explain the reasons for your drawing below...

Games Development | West Cheshire College

Edge-loops are applied across all faces near to the original edges to maintain the original silhouette. The edge-loops are close so that the smoothing on the original edges is minimal.

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SILHOUETTE

4. Carefully managing a mesh's silhouette is vital in performing a successful normal map bake. Study the examples below, do they show good use of silhouette management whilst retaining detail? Tick either the yes or no boxes, and explain your answer clearly in the boxes provided.

a.) Mesh 1

Yes No

b.) Mesh 2

Yes No

Games Development | West Cheshire College

As the pipes are protruding out of the wall, a successful normal bake cannot be applied whilst retaining the detail. The pipes would have to modeled with a reasonable amount of polys.

As the modeled pipes are inset into the wall, a normal map bake would be effective whilst retaining detail and keeping the amount of polys low whilst still displaying a good amount of detail i.e. light could reflect off different parts of the pipes and the illusion of the pipes being inset would still be present.

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c.) Mesh 3

Yes No

d.) Mesh 4

Yes No

e.) Mesh 5

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As there are only two rings that extrude slightly out of the pipe, this silhouette is effective for using a normal map bake whilst still displaying the detail and keeping its original silhouette.

As this pipe has two separate pipes extruding out of the side, it would not be effective for a normal map bake as the silhouette would not be maintained. Instead, the pipes would have to be modeled to keep the original silhouette.

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Yes No

f. ) Mesh 6

Games Development | West Cheshire College

This shows good silhouette management as a normal bake map could be applied whilst also keeping a high level of detail as nothing is extruding out of the model. The pillars that are inset into the wall would still have a high level of detail, yet, the amount of polys on the mesh could be drastically reduced.

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Yes No

GEOMETRY FOR SUBDIVISION

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This mesh is suitable for a normal map bake as a lot of the detail would be applied in the bake. A low-poly version would be effective whilst still maintaining the original silhouette, such as basic cylinders on the door, low poly pipes, and low-poly protruding rectangles on the frame with the rest of the detail baked into the texture.

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5. Below are examples of geometry that are commonly found in asset design. Tick the boxes of the meshes you think would be suitable for subdivision as they are, and explain why. Explain why the remaining meshes would not be suitable for subdivision.

a.) Plane 1

b.) Box 1

c.) Box 2

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This mesh would be suitable for subdivision as it is made up of quads. If the mesh contained n-gons then it would not be suitable for subdivision.

Yes No

This mesh is not suitable for subdivision as it contains n-gons. If an edge-loop was applied it would struggle to calculate the end point and undesired results would occur. The n-gons on the side could be split into two quads, thus making the mesh effective for subdivision.

Yes No

Yes No

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d.) Plane 2

-End of Section 2-

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This mesh is suitable for subdivision as each of the faces are made up of quads.

As this mesh contains a triangle, it would not be suitable for subdivision. If the visible dividing edge was moved, the mesh would contain two quads which would be suitable for subdivision.

Yes No

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SECTION 3 - HIGH-POLY ASSET PRODUCTION

This section will test your knowledge of the processes of high-resolution asset production. Here you will place designs, low/high-resolution images of your meshes, and finally your resulting normal map bakes.

EFFECTIVE DESIGN

1. Below, place both of your designs in the provided image boxes, and use the box to describe your mini rationale for the design. (Click in the box and insert image to get the images to fit correctly).

Design 1

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Asset Rationale:

Theme of the asset: Sci-Fi

Purpose of the asset: Player Navigation

Is high poly necessary?: As the theme is Sci-Fi, players expect intricate and creative detailing - Yes

Overall Importance: The floor will be walked upon and seen often - High importance

Variation Necessary?: The floor could begin to look repetitive depending on its placement in game - Yes

Modular Necessary?: We want to keep the floor to a grid in game to allow easier level construction - Yes

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Design 2

2. Which is your final design, and why?

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Asset Rationale:

Theme of the asset: Sci-Fi

Purpose of the asset: Player Navigation

Is high poly necessary?: As the theme is Sci-Fi, players expect intricate and creative detailing - Yes

Overall Importance: The floor will be walked upon and seen often - High importance

Variation Necessary?: The floor could begin to look repetitive depending on its placement in game - Yes

Modular Necessary?: We want to keep the floor to a grid in game to allow easier level construction - Yes

I am going to choose the first design as it has more leeway for dress-up assets and I also think it will look less repetitive when. I think the spherical light in the centre will also be a nice touch to display when using the normal bake map.

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LOW/HIGH RESOLUTION MESH CREATION

3. Below, place screenshots of both your low-resolution mesh and your high-resolution mesh in the same view format so they can be compared. (Click in the box and insert image to get the images to fit correctly).

Perspective View

Low High

Front/Top/Side View

Low High

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NORMAL MAP CREATION

4. Below, show the final normal map bake from your high-resolution mesh. How did the result turn out? Did you encounter any problems? If so, how did you overcome them?

Normal Map

Comments

-End of Section 3-

Games Development | West Cheshire College

After following the guide, I believe my result turned out near enough how I wanted it too. The only part I can fault is that the cylinder in the centre could’ve been slightly more rounded off on the outer edge to make it a bit more visible on the normal map and so it doesn’t look like it’s blending into the four squares around it.