Tips and Tricks for Modeling for NextGen Games

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Tips and Tricks for Modeling for Next-Gen Games § There are many different ways

Tips and Tricks for Modeling for Next-Gen Games § There are many different ways to generate final normal maps for low-poly models, and knowing when to use certain techniques to achieve the best possible results is essential. § While these tips are presented within the example of the Epic art pipeline, they can be easily applied to similar packages and production environments.

Pete Hayes - Artist, Epic Games Inc. § Previous to joining Epic, worked as

Pete Hayes - Artist, Epic Games Inc. § Previous to joining Epic, worked as a multimedia specialist in the corporate industry and a 3 D modeling instructor at the Art Institute of Dallas. § Worked on UNREAL CHAMPIONSHIP 2, primarily in creating high-poly pre-rendered matte paintings. § He was co-speaker of the Art Content Creation for the Next Generation Unreal Engine track at GDC 2005. § Currently a weapon/vehicle/mech modeler for Epic Games on their Xbox 360 title GEARS OF WAR.

Presentation Overview § Basic familiarity or some with some/all of the programs covered. Existing

Presentation Overview § Basic familiarity or some with some/all of the programs covered. Existing knowledge of normal maps and creating 3 D assets for next-gen games. § General Practices – Work smart, coordinate, & ends justify the means. § 3 ds Max – Techniques, modifiers, & scripts/plugins. § Zbrush - Techniques, asset libraries, & tools. § Lowpoly/Processing – Lowpoly, unwrapping, & processing. § Photo. Shop - Techniques, asset libraries, & tools.

Thanks § Everybody on the Gears Team and everybody at Epic Games. The following

Thanks § Everybody on the Gears Team and everybody at Epic Games. The following contributed directly to the WIP images used in this presentation: § Jerry O'Flaherty – Art Director Chris Perna – Lead Artist Jay Hawkins - Concept Artist Maury Mountain – Texture Artist Mike Buck – Texture Artist § § § DISCLAIMER: The images used in this presentation are WIP images that I or the above artists produced for weekly art meetings and DO NOT represent final Gears of War art assets. All images are for internal demo purposes only and are not intended for public release. All images are copyright Epic Games 2006.

General Practices - Work Smart § Too Much/Not Enough: Always keep in mind poly/map/physical

General Practices - Work Smart § Too Much/Not Enough: Always keep in mind poly/map/physical size. Low poly count & smaller map size = bolder & more simple. § Streamline Interface: Always hotkey or create custom menus, quads, etc. Mike Buck Skin

General Practices - Work Smart § Digital Kitbash: Create asset libraries of pipes, bolts,

General Practices - Work Smart § Digital Kitbash: Create asset libraries of pipes, bolts, fasteners techno greeble, alphas, tools, etc. § Sharing is Caring: Don’t feel you have any ownership over your models or techniques, share everything for the greater good! § Right Package: Always choose the right tool for the job to maximize productivity.

General Practices - Coordinate § Art Director, Lead & Concept Artist: Keep everybody in

General Practices - Coordinate § Art Director, Lead & Concept Artist: Keep everybody in the process updated, make sure you are always on track.

General Practices - Coordinate § Jay Hawkins

General Practices - Coordinate § Jay Hawkins

General Practices - Coordinate § Animators: Double check sizing, placement, moving parts, etc. §

General Practices - Coordinate § Animators: Double check sizing, placement, moving parts, etc. § Texture Artist: keep in close contact with whoever is going to skin your model.

General Practices – Ends Justify Means § Not Hi Poly: You are not making

General Practices – Ends Justify Means § Not Hi Poly: You are not making a model for rendering … you are simply modeling a detail map for a low poly. § Modify in Post: Keep in mind how much can be added/fixed in post. Chris Perna Skin

General Practices – Ends Justify Means § Your Process: It’s all about capitalizing on

General Practices – Ends Justify Means § Your Process: It’s all about capitalizing on each artists strength and what pipeline and tools is best for the project. Chris Perna/Maury Mountain Skin

General Practices – Ends Justify Means

General Practices – Ends Justify Means

General Practices – Ends Justify Means

General Practices – Ends Justify Means

General Practices – Ends Justify Means Chris Perna Skin

General Practices – Ends Justify Means Chris Perna Skin

General Practices – Ends Justify Means Chris Perna Skin

General Practices – Ends Justify Means Chris Perna Skin

3 ds Max - Techniques § Float Geometry: Cuts, holes, insets and other superficial

3 ds Max - Techniques § Float Geometry: Cuts, holes, insets and other superficial detail can be floated. § Paper Clips & Duct Tape: Model in chunks, slap stuff together, countersink meshes, etc. § Smooth Edges: Make sure everything in your hi poly has smooth edges.

3 ds Max - Techniques § Exaggerate: Exaggerate details, make things a bit larger

3 ds Max - Techniques § Exaggerate: Exaggerate details, make things a bit larger and more defined than what they would typically be. § Work in Stages: Try to get the entire model roughed in first then go back and make detail passes.

3 ds Max - Techniques § Organization: Use layers logically to group large chunks

3 ds Max - Techniques § Organization: Use layers logically to group large chunks of your model. § Instance Objects: Instance and mirror as many objects as possible. § Smooth on Render: Smooth on render only, display as box.

3 ds Max - Modifiers § Shell: Create metal plating & other hard surfaced

3 ds Max - Modifiers § Shell: Create metal plating & other hard surfaced objects. § FFD: Excellent for molding things into shape, fitting parts together, keeping objects smooth, etc. § Symmetry: Great for mirroring halves of models, can generate unusual shapes if stacked.

3 ds Max - Modifiers § Bevel/Extrude: Create base shapes with splines then beveling/extrude

3 ds Max - Modifiers § Bevel/Extrude: Create base shapes with splines then beveling/extrude to create mass. § Turbo. Smooth: Render only if you aren't working on the shape, don't over smooth if not necessary.

3 ds Max - Modifiers Mike Buck Skin

3 ds Max - Modifiers Mike Buck Skin

3 ds Max – Scripts/Plugins § Poly. Boost: www. polyboost. com - A collection

3 ds Max – Scripts/Plugins § Poly. Boost: www. polyboost. com - A collection of scripts that expands your modeling functionality in Max. § Poly. Cruncher: - www. mootools. com - Essential if you need to bring your zbrush meshes into max for processing.

3 ds Max – Scripts/Plugins § Advanced Painter: Great for “painting” on bolts &

3 ds Max – Scripts/Plugins § Advanced Painter: Great for “painting” on bolts & greebly bits. § Additional Scripts: www. scriptspot. com - Max scripts. Align to face is great for fine tuning placement.

Zbrush - Techniques § Organic Strengths: Focus on using Zbrush for it's main strengths.

Zbrush - Techniques § Organic Strengths: Focus on using Zbrush for it's main strengths. § Avoid Silliness: Don’t get too carried away and add wasted detail.

Zbrush - Techniques § Exaggerate: Overmodel crevices, dents, organic elements, etc. to make sure

Zbrush - Techniques § Exaggerate: Overmodel crevices, dents, organic elements, etc. to make sure they pop on the normal map. § Normal Material: Hand paint directly over photo reference then use the normal material to export. § Polygroups: Always use polygroups and keep them under 500 k if you are going to export.

Zbrush – Asset Libraries § Alphas: Create stock alphas, rock, wrinkles, wood, dents, scratches,

Zbrush – Asset Libraries § Alphas: Create stock alphas, rock, wrinkles, wood, dents, scratches, etc. § Models: Store a multitude of base models at various stages of detailing.

Zbrush – Tools § Zmapper: If it’s a 100% organic piece then process normal

Zbrush – Tools § Zmapper: If it’s a 100% organic piece then process normal in Zbrush. § Layer Shift: Great for creating tile able normal maps. Mike Buck Tutorial Excerpt

Low. Poly/Processing – Lowpoly § Lowpoly is King: Always modify the hi poly to

Low. Poly/Processing – Lowpoly § Lowpoly is King: Always modify the hi poly to fit low poly needs, make sure your low is structurally solid and clean. § Model Over: The closer the low poly matches the hi poly the cleaner process you will get.

Low. Poly/Processing – Lowpoly § Smooth Lowpoly: The fewer number of smoothing groups the

Low. Poly/Processing – Lowpoly § Smooth Lowpoly: The fewer number of smoothing groups the better. § Modify Post Process: Path deform, optimize, tweak the proportions subtly, etc. (as long as you don't disturb the unwrap boundaries).

Low. Poly/Processing – Unwrapping § Organization: Maximize texture space as possible but not at

Low. Poly/Processing – Unwrapping § Organization: Maximize texture space as possible but not at the expense of logical organization. § Fewer/larger: Fewer/larger chunks, even if it means subtle stretching, always consider texturing. § Keep Clean: Even though normal maps can compensate for small anomalies in the unwrap get it as tight as possible for best results.

Low. Poly/Processing – Processing § Render to Texture in Max: Create base material libraries

Low. Poly/Processing – Processing § Render to Texture in Max: Create base material libraries in Max and apply to hi poly before processing to generate additional maps.

Low. Poly/Processing – Processing § § Explode Objects: Break apart major components and/or animated

Low. Poly/Processing – Processing § § Explode Objects: Break apart major components and/or animated components so they can process individually. Mirroring Issues: There a lot of ways to deal with mirroring issues and it’s dependent on the type of game asset, engine used, processing application, etc.

Photo. Shop – Techniques § Normal Map Filter: Use to create normal maps from

Photo. Shop – Techniques § Normal Map Filter: Use to create normal maps from photo source or hand painted images. § Rubber Stamp/Healing Brush: Clean up processing glitches easily. § Actions: Creating an action library is helpful for all sorts of utility manipulation of normals.

Photo. Shop – Techniques § Normal Overlays: Add additional non-modeled details. Mike Buck Original

Photo. Shop – Techniques § Normal Overlays: Add additional non-modeled details. Mike Buck Original Skin Chris Perna Interior Detail

Photo. Shop – Asset Libraries § Easy Minor Details: Dents, scratches, skin pores, bolts,

Photo. Shop – Asset Libraries § Easy Minor Details: Dents, scratches, skin pores, bolts, etc. : can be layered onto existing normal maps. § Brushes: Custom brushes can speed up the process of modifying you normal maps.

Summary § Love Pushin Polys – Log serious hours and everything comes together and

Summary § Love Pushin Polys – Log serious hours and everything comes together and each model gets better, faster, cleaner!