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3D Models, Textures and 3D Models, Textures and Bone Animations for Bone Animations for
Games.Games.
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Overview:Overview:
• Tools – Advantages & DisadvantagesTools – Advantages & Disadvantages
• Low-poly models – from scratchLow-poly models – from scratch
• Texturing – UV maps and skinsTexturing – UV maps and skins
• Bone Animation – setting up Bone Animation – setting up skeleton, inverse & forward skeleton, inverse & forward KinematicsKinematics
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The ToolsThe Tools• BlenderBlender
• Maya *Maya *
• 3DS3DS
• Wings 3DWings 3D
• Ultimate Unwrap *Ultimate Unwrap *
• Caligari Truespace *Caligari Truespace *
• Photoshop *Photoshop *
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BlenderBlender
– Pros: Pros:
•Free, Relatively Powerful. Free, Relatively Powerful.
•Can do skeletal animations. Can do skeletal animations.
•Easy to import/export.Easy to import/export.– Cons: Cons:
•Learning Curve;Learning Curve;
• counter-intuitive, “clunky” interface.counter-intuitive, “clunky” interface.
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MayaMaya
• Pros: Pros: – Extremely powerful. Extremely powerful. – Well documented. Well documented. – Elegant, fast interface. Elegant, fast interface. – Becoming industry standard.Becoming industry standard.
• Cons: Cons: – ~$2,000. ~$2,000. – Very good, but not excellent UV mappingVery good, but not excellent UV mapping
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3DS3DS
• Pros:Pros:– Very powerful.Very powerful.– Similar to MayaSimilar to Maya
• Cons: Cons: – Expensive. Expensive.
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Wings 3DWings 3D
• Fast. Fast. – Easy to use. Easy to use. – Can make excellent Low-Poly modelsCan make excellent Low-Poly models
• Cons: Cons: – No animation / UV mapping.No animation / UV mapping.– Hard to make complicated / High-poly modelsHard to make complicated / High-poly models
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Ultimate UnwrapUltimate Unwrap
• Pros: Pros: – Best UV mapping tool on the market (in my opinion)Best UV mapping tool on the market (in my opinion)– Very fast, simple interface.Very fast, simple interface.
• View texture on model in 3D environment.View texture on model in 3D environment.
• Automatically updates texture when savedAutomatically updates texture when saved
• All the functionality of more expensive toolsAll the functionality of more expensive tools
– Cheap (~$70)Cheap (~$70)
• Cons:Cons:– Only good for UV mappingOnly good for UV mapping– Not directly compatible with MayaNot directly compatible with Maya
• Need to “juggle” model formats *.obj -> *.mbNeed to “juggle” model formats *.obj -> *.mb
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Caligari TruespaceCaligari Truespace
• Pros:Pros:– Relatively powerfulRelatively powerful
•Decent skeletal animationsDecent skeletal animations
•UV mappingUV mapping
– Cheap (couple hundred $ for latest version)Cheap (couple hundred $ for latest version)
• Cons:Cons:– Extraordinarily awkward interfaceExtraordinarily awkward interface– Somewhat slowSomewhat slow
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PhotoshopPhotoshop
• A necessityA necessity
• Uses LayersUses Layers
• Highly Versatile tool setHighly Versatile tool set
• Great for creating skins to texture Great for creating skins to texture modelsmodels
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3D Modeling Technique3D Modeling Technique
• Art through extrusionArt through extrusion
• Minimize PolygonsMinimize Polygons
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Art through ExtrusionArt through Extrusion• Start with basic shape (cube)Start with basic shape (cube)
– Extrude a FaceExtrude a Face– Adjust size of faceAdjust size of face– Collapse vertices / edges to make anglesCollapse vertices / edges to make angles– Repeat aboveRepeat above
• Use SymmetryUse Symmetry
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Minimize Them Polies!Minimize Them Polies!• Use triangular points (when possible)Use triangular points (when possible)
• Focus attention on salient areasFocus attention on salient areas
• Rely on texturing for detail – keep it simpleRely on texturing for detail – keep it simple
• Orient human models in standard position (shown)Orient human models in standard position (shown)
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Some Buildings…Some Buildings…
• Both < 20 poliesBoth < 20 polies
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Some Space Ships…Some Space Ships…
Both <80 poliesBoth <80 polies
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UV / Texture MappingUV / Texture Mapping
• Different TypesDifferent Types
• MethodsMethods
• Minimize Size of ImagesMinimize Size of Images
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There’s more than one way to There’s more than one way to Skin a Cowboy…Skin a Cowboy…• Face PaintingFace Painting
– Paint a fixed texture to individual facesPaint a fixed texture to individual faces• Pros: easy, fastPros: easy, fast• Cons: looks atrocious up closeCons: looks atrocious up close
• MaterialsMaterials– Apply a “material” or surface texture to a faceApply a “material” or surface texture to a face
• Phong, Metallic, etc.Phong, Metallic, etc.• Diffuse, Ambient, Emissive, Specular, lightingsDiffuse, Ambient, Emissive, Specular, lightings• Pros: Looks really good. Pros: Looks really good. • Cons: Requires in-game light source. Expensive.Cons: Requires in-game light source. Expensive.
• UV Mapping *UV Mapping *– ““Unwrap” polygon model to flat surfaceUnwrap” polygon model to flat surface– ““Paint a picture” over unwrapped poliesPaint a picture” over unwrapped polies
• Pros: Can make low-poly models look Pros: Can make low-poly models look good!good!• Cons: Difficult to learn / do well.Cons: Difficult to learn / do well.
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UV MappingUV Mapping
• Import ModelImport Model
• Unwrap as desiredUnwrap as desired
• Create TextureCreate Texture
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Import ModelImport Model
• Disorganized UV mapDisorganized UV map
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Unwrap Model as DesiredUnwrap Model as Desired• Many Different TypesMany Different Types
– Box, cylindrical, plane, etc.Box, cylindrical, plane, etc.
• Make it “easy to paint”Make it “easy to paint”
• Conserve spaceConserve space
• Devote more space to salient partsDevote more space to salient parts
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Paint Texture Onto ModelPaint Texture Onto Model• Use many layers (Photoshop / PSP)Use many layers (Photoshop / PSP)
• Low opacity Air Brush for shadingLow opacity Air Brush for shading
• Darken Edges & Brighten centers of polygonsDarken Edges & Brighten centers of polygons– Gives a more “rounded” appearanceGives a more “rounded” appearance
• Keep textures small!Keep textures small!
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Skeletal Animations (Maya)Skeletal Animations (Maya)• Set up SkeletonSet up Skeleton
• Organize bones into HierarchyOrganize bones into Hierarchy
• Inverse / Forward KinematicsInverse / Forward Kinematics
• Skinning Your CharacterSkinning Your Character
• Get the MOST from your modelGet the MOST from your model
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Set up SkeletonSet up Skeleton• Maya: Skeleton -> Joint ToolMaya: Skeleton -> Joint Tool
• Be anatomically accurateBe anatomically accurate
• Start from pivot; work outwardStart from pivot; work outward
• Use at least 2 perspectivesUse at least 2 perspectives
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Use Mirror JointUse Mirror Joint• Orient Model to the Origin!!!Orient Model to the Origin!!!
• Only way to ensure symmetryOnly way to ensure symmetry
• Much easierMuch easier
• Mirror JointMirror Joint– Select highest-order bone: hipSelect highest-order bone: hip– Maya: skeleton -> mirror jointMaya: skeleton -> mirror joint
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Use HypergraphUse Hypergraph• Label bonesLabel bones
• Organize into hierarchyOrganize into hierarchy– Click / dragClick / drag
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Bind to SkinBind to Skin
• Attaches skeleton to modelAttaches skeleton to model
• Maya: skin -> bind skin -> smooth Maya: skin -> bind skin -> smooth bind+bind+– Set max influence = 1Set max influence = 1– Too many slows down in-game Too many slows down in-game
animationanimation
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Time to AnimateTime to Animate• Set a “neutral pose”Set a “neutral pose”
– Select AllSelect All– Key Everything at time = -10Key Everything at time = -10
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Inverse KinematicsInverse Kinematics• Use IK HandlesUse IK Handles
– Maya: Skeleton -> IK Handle ToolMaya: Skeleton -> IK Handle Tool
• Allows fast and positioningAllows fast and positioning
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OH NO!OH NO!• Sometimes difficult to get specific Sometimes difficult to get specific
pose…pose…
• Then use Forward KinematicsThen use Forward Kinematics
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Have animation referenceHave animation reference
• Easy to googleEasy to google
• Search for image displaying desired Search for image displaying desired animation keyframesanimation keyframes
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Loop AnimationsLoop Animations
• Save Effort – Copy / Paste KeyframesSave Effort – Copy / Paste Keyframes– Click on keyframed object / IK handleClick on keyframed object / IK handle– Right click on Maya Timeline -> copyRight click on Maya Timeline -> copy– Move timeline -> pasteMove timeline -> paste
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Create more animationsCreate more animations
• Skip a few framesSkip a few frames
• Select all Select all
• Key allKey all– So animations don’t interpolate between each otherSo animations don’t interpolate between each other
• Skip a few more framesSkip a few more frames
• Have at it!Have at it!
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Export your AnimationExport your Animation
• Can download exporter from Ogre3d Can download exporter from Ogre3d sitesite