Minh le

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Transcript of Minh le

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Content Development for TI FPS Game

Character ModelingWeapon Modeling

Level Modeling

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Hong Kong SDU

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6,000 – 10,000 polygons

Body, feet, head, arms are modeled

seperately

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Use photographic reference whenever possible.

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Facial modeling using splines

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Spline → Mesh

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Wrinkles and details are added using

Mudbox

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

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MRM causes nasty artifacts

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Fix edges so mesh looks smoother

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Create UVMapping co-ordinates for the lo-res mesh

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Use projection mapping to create a Normal Map

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Use original photo to create small details

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Combine the two Normal maps

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Weapon Modeling

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Use more polygons in area closest to player viewpoint

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Maximize UVWMap so important areas have more UVW Space

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Texture map creation

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Setup lights to render ambient shadows

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Ambient Occlusion Render

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Level Creation (Tree Models)

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Onyx Tree (procedural tree modeler)

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Select a few branches and export to 3dsmax

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

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

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The mini-branches are placed onto the tree trunk.

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