documentation:modeling:arenvoorhees
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documentation:modeling:arenvoorhees [2011/02/10 07:46] – Aren Voorhees: continued chuptys | documentation:modeling:arenvoorhees [2011/06/06 08:31] (current) – Deleted, moved to Assets namespace mhgamework | ||
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- | ====== Correspondance with Aren Voorhees ====== | ||
- | Aren Voorhees, aka Artistic Vendetta, is a professional 3d game character artist who's currently working as the Lead Character Artist at 'Day 1 Studios' | ||
- | Below you'll see my questions and the answers he provided on character development. | ||
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- | * | ||
- | * | ||
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- | //Simon Chuptys wrote:// | ||
- | ---- | ||
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- | Greetings, | ||
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- | We are students at the KULeuven (Belgium) and in our free time, we're working on our own game. | ||
- | We're reaching the stage where we are in need of a character (finally) :) but since it's the first time I have to model/ | ||
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- | What workflow is used? | ||
- | From what i found around the internet, it looks something like this: | ||
- | - low poly model with uv-layout | ||
- | - sculpting and exctraction of displacement/ | ||
- | - retopology and re-unwrap uv-coordinates | ||
- | - add it all together and start rigging | ||
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- | Now the question i had about this is, why is it necessary to do the retopology? Can't i use the basic mesh from the sculpting and add the maps there? | ||
- | And if retopology is necessary, how do i ensure the UV-coordinates remain the same? | ||
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- | A big thanks in advance, | ||
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- | Simon Chuptys | ||
- | ---- | ||
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- | \\ | ||
- | //Aren Voorhees wrote:// | ||
- | ---- | ||
- | Hey Simon, | ||
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- | The workflow below mostly sounds good. One thing to note however, is that you don't really want to make any changes to your geometry after you have already created a normal map. If you alter the geometry too much after the texture maps have been created, the maps won't look correct on the geometry anymore. | ||
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- | As far as retopologizing, | ||
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- | In other cases, the base geometry that you sculpt on might not be suitable for putting into a game, in which case you might model a whole new low poly geometry. | ||
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- | Let me know if you have more questions! | ||
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- | Aren | ||
- | ---- | ||
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- | //That comes in handy: it looks like i shouldn' | ||
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- | \\ | ||
- | \\ | ||
- | //Simon Chuptys wrote:// | ||
- | ---- | ||
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- | Hello there again! | ||
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- | {{ : | ||
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- | First of all, i want to let you know that i appreciated your previous answer. It really cleared things up. | ||
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- | To get familiar with the whole process of modelling, sculpting and map extraction, i made some shinprotectors as a test. It all went good... until the map extraction. When i only extract a displacement map, a lot of details aren't present and the whole geometry looks blurry. Even after several extractions with different search distances and with minimal filtering or smoothing of the map (i followed the steps in this tutorial). | ||
- | After the displacement map, the normal map followed. This one on the other hand looked really good. But the problem with normal maps is, that when looked from aside, everything remains flat. The most satisfying result i get for the moment is to apply both a displacement and normal map. | ||
- | But is this a common way of working? And is it a problem that both maps represent the same geometry and thus (since the displacement map only does some ' | ||
- | Maybe i just expect too much from a displacement map and will the ' | ||
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- | Another question is on the subject of sculpting. The characters armor consists of different parts (like the shinprotectors, | ||
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- | Looking forward to an answer! | ||
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- | Simon | ||
- | ---- | ||
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- | \\ | ||
- | //Aren Voorhees wrote:// | ||
- | ---- | ||
- | Hey Simon, | ||
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- | Most game engines don't actually support displacement maps (at least not for characters anyway). | ||
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- | As far as the sculpting on thin geo...hmm, I don't use Mudbox a lot for modeling, but I opened it up just for you :) I think the best way to avoid the problem you mentioned would be use the " | ||
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- | Hope that helps! | ||
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- | Aren | ||
- | ---- | ||
- | //Well, since The Wizards doesn' | ||
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- | ===== Some topics for a next mail: ===== | ||
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- | Pending... |
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