Tuesday, October 27, 2009

UV Layout

As promised, here is the UV setup for the laser rifle. Extremely boring to those who don't know what it is or what it does. Now I'm all set to start on my first ever Zbrush normal map! I'm not sure how long this will take as it's like I said, the first one I've done. Hopefully it won't take longer than two weeks.

Also, for those who are wondering about Civil Protection, you are not alone. I emailed Scott Ross and haven't gotten a response. Basically, since I don't know how to get my models into the Source engine, I can't make stuff for him unless he finds someone who can help us with compiling them. I've been down that road before with no success, so there's not a lot I can do. He's a busy guy, so I'm not sure when he'll get back to me IF he does, that is. So it's hard to tell what will happen with that.

Monday, October 26, 2009

Laser Rifle Modeling

Well now, here it is. The actual geometry for the rifle is done. I'm really happy with the way this has turned out so far, as I'm usually a little unsatisfied with my models until the normal mapping is applied. So, I'm excited to see how much better it will look with it on. Deciding what the poly count was going to be was a bit tricky, as weapons have a different philosophy to them than the regular props I usually do. There are usually three models used for a single weapon:

1) For the first person view, a higher poly model to hold up at a close distance.
2) The model that you see other players holding, which is about mid poly range. Some games will switch it to a lower poly mesh when it reaches a certain distance from you.
3)A pickup gun mesh. You know, the one that floats around or sits on the ground for you to pick up. Usually also a mid poly mesh.

So that's the dilemma. Which do I do?

I decided to do the mid poly version, because it seems like a good compromise. Doing something too high poly might make it look like I can't conserve geometry, and a low poly version for far away distances makes it look like I can't model in a complex manner.

Once I decided to go with that, I needed an example to follow from some game. I chose Team Fortress 2, because its model viewer lets you see the exact geometry display and count. I looked for a weapon similar in complexity and found that it was twice as many polys as I had on the rifle. TF2 models are usually very low poly with it being an online only game, so my model looked extremely well budgeted. I added some geo here and there, and came to a good looking model that conserved polys where it needed to.

So now, I layout the uv's, make the zbrush model, apply it as a normal map, paint the color map, and then finally the specular map. Easy right? :P

I'll update next with the finished uv layout, which will hopefully be tomorrow. After that, it'll be the normal mapped model alongside the mid geo model with the normal map applied. That will be sometime in early November if all goes to plan.

Monday, October 12, 2009

Chernobyl is Complete!!!

Hello all, that's right! It's done. It feels really good to have something finished that wasn't either A) Rushed too much for a school deadline, or B) Incomplete due to technical issues. The normal mapping and lighting gave me some troubles, but specular mapping was a breeze. I couldn't use Zbrush to sculpt out normal maps for this project due to me not realizing that you can't do some stuff in Photoshop and some in Zbrush. Apparently, when you make a model, its entire texture has to done in one program. Which is fine, that's what this next project is about (More on that later). The book I bought helped a little bit with the lighting, but not as much as I had hoped. Mainly, I just figured it out on my own. Lighting and the way normal maps react to it is still a little shaky with me, but oh well. You can't get everything right away. Anyway, here it is folks:

Sorry about the text and player model on screen once again. I will have this cut out of the version for the demo reel. Also, anti aliasing (jagged edges) are still present, which hopefully will be straightened out for the reel as well. I went online to figure out a way to remedy it, but everybody says that anti aliasing hasn't been fixed for unreal 3. I find this hard to believe. One way or another, this will be fixed, I assure you.


Now this project is done for now, but there will probably be changes for the demo reel version. There is one object in particular that might be changed, but I'm curious if someone will notice it, so I'm keeping my mouth shut about it. Two big changes that you will probably notice are the metal piece added onto the middle of the medical lamp, and the broken glass on the window. Just little things to give it more completion.

The final product will be pretty much the same as I originally planned, with a little bit of difference:

1) A moving shot from left to right of the objects, framed similar to these pics.

2)Still shot of the left side, showing a progression of the different layers. In order of final, model and lighting only view, polycount and wireframe view, color map view, normal map view, specular map view, and a shot of the final product again.

3) The same as #2, but it's the pic of the right side of the room.

The second shot I planned out in the very beginning, I decided was unnecessary. You only need one shot to establish the room I feel. So, that's that.............NEXT!
BAM! That's the gun I will be making, courtesy of the tasty rendering you see by my good pal, Jake Rynkiewicz. Over the next week, I'm gonna take it easy to celebrate Chernobyl's completion. But I'll also be planning for this one. Expect to see some stuff by the beginning of November-ish. The finalized version of this will be a turntable that rotates the object and shows the different layers of detail applied to the model. I'm going to try to make it a ZBrush only model, so we'll see how that goes. I'm going to do some online tutoring on making geometric detail on objects in ZBrush. Basically, this guy I met on a forum says he'll make a 60 minute training DVD for anyone who wants to get better with it, and it will be completely custom made to suit my learning needs. He also seems to be very professional and legit, which is a plus. Very cool stuff. He says that he'll also give homework assignments to make sure it all sinks in, so I might have that to show even before the gun. Time will tell. Now, for some well earned celebration Chipolte.

NOM NOM NOM NOM NOM!