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DESCRIPTION
TRANSCRIPT
Content Development for TI FPS Game
Character ModelingWeapon Modeling
Level Modeling
Hong Kong SDU
6,000 – 10,000 polygons
Body, feet, head, arms are modeled
seperately
Use photographic reference whenever possible.
Facial modeling using splines
Spline → Mesh
Wrinkles and details are added using
Mudbox
Create a lo-res mesh from the hi-res mesh.
MRM causes nasty artifacts
Fix edges so mesh looks smoother
Create UVMapping co-ordinates for the lo-res mesh
Use projection mapping to create a Normal Map
Use original photo to create small details
Combine the two Normal maps
Weapon Modeling
Use more polygons in area closest to player viewpoint
Maximize UVWMap so important areas have more UVW Space
Texture map creation
Setup lights to render ambient shadows
Ambient Occlusion Render
Level Creation (Tree Models)
Onyx Tree (procedural tree modeler)
Select a few branches and export to 3dsmax
Break the branch into smaller branches and render them to a texture.
The lo-poly branches look great from the side but a bit flat from other angles.
The mini-branches are placed onto the tree trunk.