Minh le

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Minh le

  1. 2. Content Development for TI FPS Game Character Modeling Weapon Modeling Level Modeling
  2. 3. Hong Kong SDU
  3. 4. 6,000 – 10,000 polygons Body, feet, head, arms are modeled seperately
  4. 5. Use photographic reference whenever possible.
  5. 8. Facial modeling using splines
  6. 9. Spline -> Mesh
  7. 10. Wrinkles and details are added using Mudbox
  8. 11. Create a lo-res mesh from the hi-res mesh.
  9. 12. MRM causes nasty artifacts
  10. 13. Fix edges so mesh looks smoother
  11. 14. Create UVMapping co-ordinates for the lo-res mesh
  12. 15. Use projection mapping to create a Normal Map
  13. 16. Use original photo to create small details
  14. 18. Combine the two Normal maps
  15. 20. Weapon Modeling
  16. 21. Use more polygons in area closest to player viewpoint
  17. 22. Maximize UVWMap so important areas have more UVW Space
  18. 25. Texture map creation
  19. 26. Setup lights to render ambient shadows
  20. 27. Ambient Occlusion Render
  21. 30. Level Creation (Tree Models)
  22. 35. Onyx Tree (procedural tree modeler)
  23. 36. Select a few branches and export to 3dsmax
  24. 37. Break the branch into smaller branches and render them to a texture.
  25. 39. The lo-poly branches look great from the side but a bit flat from other angles.
  26. 40. The mini-branches are placed onto the tree trunk.

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