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Adventures in cross-training, the sequel

by Gerald Fishel · 05/12/2009 (10:12 pm) · 12 comments

This is a follow up to my previous blog. For background, check it out.

I haven't had all that much time to work on this this week, but I promised a progress update, so here it is.

I added a few doors, and part of the back room area. I also added some shootable boxes, a few bad phones that will definitely be replaced, a little shelf and a notepad and pen in the office. Also a very rough draft of a delivery truck with some boxes in it. In the back room I added a little fenced area with some equipment, plus a bunch of stacked palettes.

I should point out that I did not model the gun here, I'm not quite that good yet :p Though I did model the shells that are being ejected from the wrong place!

I also fixed the materials so that they work right with the lighting system (i.e. specular highlights from all 4 office lights on the floor and desk, etc).


This is sort of a buildup from a sandbox and I'm gradually adding some features from the main core as I go along. So by the time I finish modeling this mission area, I'll have most of the gameplay features merged in, and you'll be able to get a good idea of what the game is all about. Then we'll finally start showing off some of the other stuff that the real artists are working on.






Also I started learning how to do some character modeling this week. I managed to model a naked woman with a lumpy butt and no head, that otherwise looked pretty okay, with about 1500 polys. I'm not going to bother posting up lumpy butt's portfolio, but maybe by the time of my next blog I'll actually have a character to laugh at.


I figured I'll start throwing out some tips that I've encountered during my learning endeavors in these blogs. I am mainly using 3D Studio Max 2009 and Photoshop CS3, so most of my tips will probably be specific to these tools, but some will be general purpose tips. I'll try to post 5 tips in each blog.

Tip #1: Need reference material for something you want to model? Sites like Flickr, Photobucket, etc are great for that. You can find professional quality photos from various angles of just about anything you could ever want (if it exists in the real world). They can also be used to make some nice textures, but just make sure you check your licensing, and get permission from the owners where necessary. I've found that the few that I've asked have been more than happy to oblige.

Tip #2: Speaking of textures, www.cgtextures.com is a *great* place to grab some great free textures. Mostly they're photographic textures, and aren't seamless, but they can be great starting points. You can fiddle with them in Photoshop to make them seamless if you want, or many of them are useful for discrete objects that don't need tiled textures, just like they are.

Tip #3: If you use Photoshop, learn to use the Healing Tool, the Patch Tool, the Color Replacement brush, and the various "adjustment layers". These are great for taking rough photograph textures that are almost right, and turning them into exactly what you want for game friendly goodness.

Tip #4: If you use Max, and want to cut something in half, or into multiple parts, such as for destructible objects, or pieces that fit together like a puzzle for whatever reason, then check out the ProCutter tool under Compound Objects. Very useful.

Tip #5: This is also Max related, but not directly related to modeling. I've had some questions about this asked a few times, and I've seen many posts about it on various Max forums with no resolution given, so I'll throw it out there.

If you use Mental Ray with Global Illumination in Max (and I presume in Maya too, though I haven't messed with that yet), to bake textures for ambient occlusion maps, light maps, whatever, and you're having trouble getting the same output baked as what you see in your scene render, you'll want to turn off all exposure controls for your scene and setup your lighting so that it looks good without them. It takes a bit more work to get the lighting right, but you'll know what you'll be getting from your baked textures will be exactly the same as what you see in your normal renders, so it will save you time in the long run. The exposure controls are all viewport dependent so they don't work right when baking, and everything will seem overexposed or splotchy in your baked renderings if you setup your lighting using them.


More next week.

Cheers.

#1
05/12/2009 (10:44 pm)
Thats just awesome!
#2
05/12/2009 (11:24 pm)
Looking good, very nice lighting and shadowing. Definitely does not look like programmers art!

Talking about tips for making textures from photo reference, theres a (quite old now) article on gamasutra about using high pass filters that may be pretty useful as well:
www.gamasutra.com/features/20010523/hajba_01.htm
#3
05/13/2009 (5:14 am)
Quote:Also a very rough draft of a delivery truck

*rolls eyes* It's miles ahead of anything I could do :p
#4
05/13/2009 (6:58 am)
Quote:
I managed to model a naked woman with a lumpy butt and no head
For a good 3D reference of human models try www.makehuman.org.

I spent some years being a bohemien artist type and the problem with the human body is that it doesn't really look how people expect it to. It's much more awkward ... though, lumpy butt or not, it is supposed to have a head! :)
#5
05/13/2009 (7:45 am)
Thanks for that link Steve, that looks really cool.

I did try to give lumpy butt a head, but she ended up looking like something Michael Jackson would want to collect the bones from, so I spared her the ordeal and hit the delete key.

I think I understand the modeling process now though, so I just need to make time to practice. My GI Joe collection may finally get some Out-Of-The-Box time here shortly :P


#6
05/13/2009 (11:27 am)
I've also had a play with makehuman - it's a very useful tool, but it usually takes a lot of effort to bring the poly count down to something managable :P.

The art is, as always, looking very slick... and those doors are smooth indeed ;P. They really do show off the benefits of a fully integrated physics system. But on that note, are the non-crate objects in the office going to end up movable?
#7
05/13/2009 (11:39 am)
Quote:
But on that note, are the non-crate objects in the office going to end up movable?

Many of them will be. The chairs and such, and some various other objects that will be in there, which the player will be able to pick up as well as move around. One of the things I'm still working on is improving on the dynamic shadows in TGEA so that they blend okay with the baked lighting. Dynamic shadows from the chairs look really bad right now, so I just kept them static until I get that all sorted out :p
#8
05/13/2009 (2:44 pm)
Looks great.... I want to drive a forklift! (i've always wanted to make a folklight game) :p
#9
05/13/2009 (4:43 pm)
the warehouse is looking good.....just needs some decals on the floor for the safety lanes , and storage bays..... really like the work...would like to see a vid of the snake cam.....

Adrian; just read that article...great info...thanks
#10
05/13/2009 (5:14 pm)
Quote:
would like to see a vid of the snake cam.....

I was going to include that in this video, but I somehow forgot to re-enable it after I made some changes (hence me looking down and trying to use it lol). And I was already running on fumes for the night. But I'll include some of that in action in the next update.

#11
05/31/2009 (2:32 pm)
I was wondering can you direct me to a link on how to get my windows to have the mirror reflection?

thank you in advance

PS: amazing job
#12
05/31/2009 (2:41 pm)
Kory,

I don't know if there is any resource on this or not. I'm using a custom renderable type and I just did something very similar to how the water reflections work, with a custom Fresnel shader. You can look at WaterBlock::updateReflection for an example of how to handle the rendering end.

If you're unable to get it going, post a thread in the TGEA private forums and I may be able to help. Or maybe somebody else knows of a resource for it.

Cheers