Thursday, December 3, 2009

New Skillsets Abound

So, I'm really happy. I mean REALLY happy. I have finally gotten a grasp on the concept of normal mapping. Not only that, but I have also gotten a grasp on actually making them (GASP!). I kinda see it like this: Imagine you are a mountain climber. You have climbed many numerous mountains throughout your life, but Everest it right in your backyard, and try as you may, you just can't muster the courage to really try to reach the top. Sure, you make tiny little baby steps here and there, but you always end up getting discouraged and going back to the other mountains. Well, that is what normal mapping has been to me until very recently. I can always get to the top now, but I can still get faster and more efficient. Okay, so my metaphors suck a bit, but you get the point. And yes, it has taken me this whole month just to get the map to work, but it's with good reason. Normal maps are ridiculously complex and hard to understand for beginners. It's also very technical, which makes those who aren't so tech savy like myself learn it a bit slower than others. It certainly doesn't help that when you google how to make them, everyone has a totally different opinion on methods. Basically in a nutshell, I thought that normal maps were a lot easier than they really were, and had to study into it more. This probably happened about 3 times throughout making it. I now have my own method that works pretty well, and future models will go a lot faster and smoother. Hey, if I have to take a month to learn one of the most important aspects of being a game artist, then so be it. Very much worth it.

So, onto the pics.

The first one is just a general view. It's pretty much how big the gun will appear in the demo reel, So the closer shots I'll be showing aren't an indication of how close you will be to it. And oh yeah, the two pieces on the bottom right are the planes used for the battery details. They will be inside the ammunition holder, behind some glass when it's done.

Here is a closeup of the ammunition holder. I'll probably add in the round metal rims for the "fan" last, just because, well, I don't know. Just because. This pic makes me realize that I need some light on the bottom of the model, now that I look at it closely. It's really amazing how easy Zbrush makes it to create these kinds of geometric details. The color mapping will make it even stronger i feel.

This view lets you see the scope in more detail. Getting the normal map details to look right on this part was probably the most difficult. Some dings and scratches here and there, as well as more geometric detail to give it more believability.

The actual wood stock of the gun changed the most of all. I originally wanted very minimal wear and tear for everything, but I thought the concept of having the gun assembled from different parts lent a cool concept of having the wood to be beat all to hell, as it's seen a different environment than the other pieces. This also gives me more of an excuse to add more eye candy detail to show off for my portfolio.

So that's it! Now it's on to the color, specular, and transparency maps, which will take probably no more than a week or two. After that it's full steam onto the desert environment.

Ah yes, the desert environment. It's the next thing that I'm going to be working on. For now, it's very early in stages of development, so there's not a lot to talk about, except that it's a desert. I'll once again have Jake Rynkiewicz on for this one, as well as my good friend Joe D'amico. They'll mainly be doing conceptual drawings to aid in getting a vision mapped out for what exact kind of desert it will be. I want this project to be something that you can actually walk around in and not worry about seeing parts that are unfinished. Simple, yet something that you will walk around in for the demo reel.

I still haven't gotten any word from Ross Scott on Civil Protection, and I don't really expect to. No hard feelings, it's probably just a mixture of him being busy with other stuff, and not having any use for someone that can't compile models for the source engine.

So hopefully this gun will be done in a week or so. Cheers!

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