Normal Mapping, Characters, Next Gen, Pipeline
Transcription
Normal Mapping, Characters, Next Gen, Pipeline
THE UNIVERSITY OF TEESSIDE SCHOOL OF COMPUTING MIDDLESBROUGH TEES VALLEY TS1 3BA CHARACTER CREATION AND NORMAL MAPPING FOR A NEXT GENERATION COMPUTER GAME Habib Niazi Supervisor: Mansha Nawaz Second Reader: Heather Williams Habib Niazi C3078330 Abstract This project presents a fully functional pipeline for creating normal mapped character models for next generation games, as part of this a variety of real time normal mapped characters have been created to illustrate the techniques used and the end result of using the system. The characters use many different industry techniques including ambient occlusion, normal mapping, height mapping, and specular mapping. This achieves the look of high quality in game characters that have a sense of realism whilst adhering to the specifications of next generation game engines and hardware. The project includes research into the technical constraints and specifications for creating (Normal Mapped Characters) for a modern videogame and also discusses the various influences and artworks that have inspired the style and theme of the characters produced for the project. 3d Studio Max was the software used to put together all the separate elements of the project into a complete and organised system. It was also the chosen for the development and displaying of the created models because it is industry standard software for the development of computer game assets. The 3D models were created in 3D studio max and Zbrush, and the textures were divided between user generated painted maps and baked texture maps using wither Zbrush or 3D studio Max. The Assets were then scaled to specification and exported to the Ogre Real Time Engine to be displayed and tested. The project was constantly being tested and updated and the result is a both a fully functional pipeline ready to be used in production as well as the real time examples of the techniques in use in the form of realistic characters created to the specs of current and future game engines, observed in a real time inside both a direct x 9 capable viewport and the ogre real time engine. All the characters with the exception of character four Zodd; are completely personal concepts and assets. There are prospects to for further develop and improve the project, enabling the assets to be adapted, animated and controlled in games that fit the style/genre of the created characters. 2 Habib Niazi C3078330 Acknowledgements There are a number of people who have contributed to the success of this project and without their help and support this project would certainly not as been successful as it has. First and foremost I would also like to thank God for the skills and abilities I have been blessed with, my family and friends for all the support they have given me over the years in my education, in particular my mother for helping me to fulfill my ambitions, believing in me and allowing me the opportunity to achieve my goals. I would like to thank Gabielle Kent, Paul Docherty and Simon Mckeown for their support and feedback, assisting me with queries related to my project and pointing me in the right direction for how the project should be structured and assembled. 3 Habib Niazi C3078330 Contents Chapter 1 - INTRODUCTION - 1.1 - The Project ………………….…………………………………………………………1 - 1.2 - Aims and Objectives ………………………………………………………………… 6 Chapter 2 - RESEARCH & ANALYSIS - 2.1 - Production Pipeline …………………………………………… …. … … …. … …. 7 - 2.2 – Normal Mapping…………………………….. …… … … … … … … … … … …. 8 - 2.3 – Other Techniques ………………… ……………………………………………….. 10 - 2.4 - Industry Software and Techniques …………………………………………………11 - 2.5.1 - Style research……………………………………………………………………….12 - 2.5.1 - Influences…………………………………………………………………………….13 Chapter 3 - DESIGN - 3.1 -Character design……………………………………………………………………… 15 - 3.2 - Pipeline Design and Usage.………………………………………………………… 22 Chapter 4 – IMPLEMENTATION AND TESTING - 4.1 - Implementation … …. …. … … …. …. …. … ……………………………………..24 Chapter 5 - CONCLUSION - 5.1 - Met objectives … …. …. … … …. …. …. … ……………………………………… 29 - 5.2 - Improvements to the project …………………...… …...…………………………….29 - 5.3 - Taking the project further …………………………………. … …..………………...30 - 5.4 - Overall……………………..…………………………………. … …..…………………31 4 Habib Niazi C3078330 REFERENCES - Report Reference List and Bibliography ………………………………………………... 32 APPENDIX - Appendix A - Project Specifications ……………………………………………………… 35 - Appendix B - Artifact renders ……………………………………………………………... 37 5 Habib Niazi C3078330 Introduction 1.1 The Project With the advent of the most powerful generation of computer games consoles, the premise of realistic graphics, games and characters have come closer to reality. The Playstation 3, Xbox 360 and PC have reached a stage at which all three can roughly create the same visual experience, this opens the gate for truly convincing characters in games that will help to increase the immersiveness of the medium and increase the story telling capabilities of games. If you think of the greatest films, games or books it is to notice that they all revolve around characters, characters essentially express the story and they are the most important link between the audience and what the creator wants us to experience. Characters vary from genre to genre, story to story, defining what a character is, how it looks, how it moves etc can never be straight forward, as there are a unlimited amount of possibilities, when speaking about games though, they can be slightly easier to define and categorize. Essentially the main types of characters fall in to 4 categories, humanoids, animals, creatures, and Misc. Misc encompasses all the other types such as aliens and anything else that doesn’t exist, by defining what category a character falls in, we can then make assumptions on what the character will need in terms of design and creation, biped quadruped etc. Assets in respect to this project are the 3d models, and pipeline is the process through which these models must go through in order to reach their finished state, ready for animation or games. This Project will focus on defining, utilizing and refining a character production pipeline that can be used to speed up the production of character assets for games and other design related work. This is a very important area of development as games production and feature film development are time restricted, therefore doing things efficiently and as quickly as possible become vital in the outcome of a project. As discussed earlier, character definition is very important, as it allows you to plan for the process’s you will need to put the particular asset through before it can used in production e.g. creature character etc. The importance and need for a production pipeline is clearly evident, although time and money are an important aspect in the justification of a production pipeline, the other is the ability to recreate the results, this means that it must universally work and compensate all users, it cannot be too software or process biased, but still be able to fulfill all the points on the brief. 6 Habib Niazi C3078330 The scope of this project is to analyze the typical processes involved in making characters for the games industry, it is essentially doing all the research and development needed to create characters; focusing specifically on the modeling aspects, but also being broad enough to cover the whole pipeline with texturing etc. 1.2 Project Outline Research: This section essentially explains the influences for the project, provides industry examples and gives the project (a place on the map) Issues and items that must be taken into consideration when undertaking such a project. Defining the limits of the project, the scope, based off the information discovered from multiple sources. Design: This section describes the factors that went in to design, showcasing the multiple variants and specifications that helped to define the final designs that were used in this project. Implementation & Testing Covers the processes involved in creating and implementing the designs created in the design stage, it also extensively discusses issues that were noticed and resolved during implementation. The testing stage is demonstrated with the use of images and the important changes made as a result of testing. Conclusion: This section features a critical appraisal of the project, its contents and offers suggestions for improvement and possible directions for further development of the project. Limitations Due to the amount of time and resources needed to produce high resolution film assets this project focuses predominantly on game related, the scope of the project is larger than just one field, but due to the constraints, it will remain focused on how a character production pipeline would be implemented for games. 7 Habib Niazi C3078330 Restrictions (no access to high quality scanner) Access to high end equipment Research and Analysis 2.1 PRODUCTION PIPELINE A production pipeline is a series of actions and processes an asset is put through before it can be called complete. For example a pipeline for creating textures for a character would involve, first creating a UV set for the character, gathering and collecting images to be used as reference and manipulated in a photo editing software, and finally using these images and digital painting to paint on a texture map which is then to be applied to a character, being overlaid the characters UV’s and displayed directly on the characters polygons. Production pipelines are critically important to asset production industries such as the game and film industry, because it lays out a blueprint for all assets to go through before they can be called complete and ready to go into the final product, which means all the assets will be developed to the same standard and same time period, which means the developer will be able to predict the average time to produce an asset, which is very important in a professional competitive market like video games. Although Research will be done into how large organizations use production pipelines. The emphasis for this project will be for using it on a smaller scale, for creating personal or professional work. Figure 2.1.1 Production Pipelines used by Factor 5 Games Company 8 Habib Niazi C3078330 Figure 2.1.2 Pipeline stages being implemented on character Low-res model Normal Mapped Height Map data Colour Map Figure 2.1.2 Character asset taken through the different stages of the pipeline There are similarities and differences between the pipelines used for games and film, the main differences being the hardware, software and asset specifications between each. Both are usually developed on a PC, MAC or Linux based systems, on industry standard software. Due to the same software being used to develop assets, in more recent years the two industries have more in common in terms of techniques and workflow used, and in some cases involving licensed franchises, the film models are used as a basis for capturing detail in a normal map for the game model, and as a cage to build an optimized game mesh from. 2.2 Normal Mapping Normal Mapping has become a major feature for next generation games and one of the defining factors behind what makes a game look next generation. In particular, normal mapping on characters has enabled games developers to create in game characters that almost rival their film counterparts, increasing the visual appeal to the consumer, as well as trying to implement a more convincing representation of real humans, creatures and other characters inside the game world. Human beings have 5 senses, and visual perception is one of the most important, it defines how we live our lives, how we interact with people, how we recognize objects and many other simple but important functions in our daily lives. We perceive objects by their physical appearance, from their silhouette, to the extremely fine details on a surface. Our visual perception is so powerful that emotions can be invoked by just a visual sign/cue, like the fear associated with the 9 Habib Niazi C3078330 movement of a spider and the sight of its rough, hairy body. This introduces a very powerful mechanic for games developers as it allows them to recollect any old memories and experiences related to those surfaces, making the experience feel more real and immersive. Visual recognition is one of the easiest and simplest of the senses to stimulate, as we are constantly aware of and see everything in our environment, which means, that we have to at least match the visual fidelity of real world items, without even taking into consideration representing even more complex and surreal surfaces that exist in fantasy worlds Audio, is the only other real sense that can be utilized within any kind of medium as they currently exist, due to the fact that the other senses; touch, smell, taste cannot be reasonably implemented into current technology in order to achieve any kind of realism with any kind of reproduction of the world represented within the chosen medium, in this case video games. There are some current sensory technologies which are beginning to be implemented into new technology and devices but they are still in their infancy and currently infeasible for simulating a realistic sense of simulated world, through the chosen medium. Films are the closest medium The only limitation with normal maps, is that currently they just use the normals lighting information from the high rez surface baked into a map and applied to the low rez mesh, to make the surface look a lot more detailed than it is, because the light illuminates the surface according to the normals of the higher rez mesh, although the results look good, low polygon counts mean that low poly edges and geometry give away the simplicity of the real mesh. Displacement maps solve this problem by displacing and translating the mesh’s vertices according to a grayscale map that bakes in the positions of the high rez mesh’s vertices and polygons. The only downside to the displacement approach is that you need a lot of geometry for the map to produce decent results, therefore game technology tried to find other solutions that fake the displacement effect, by occluding the mesh, according to a map, to simulate an uneven surface. When this technology is developed into a fully implementable state, the graphics in real time games will move up to a level that will rival pre rendered imagery and films. Therefore the next few sections will contain information relating to current technology and upcoming technologies, so as to show the evolution of real time technology and what will be achievable in the near future of video games 10 Habib Niazi C3078330 Normal mapping applications for games In gaming applications, where all the rendering is done on the fly and in real-time by the game engine, there is no real option of compositing pre-rendered layers to create the final image. Everything shown to the viewer has to be available in 3D at whatever resolution is supported by the engine. As a result, developers do not have the option of incorporating extremely highresolution models in the viewport. Although today no game engine can support a scene of 200 million polygons, recent demonstrations of Unreal Tournament showed how highly detailed 200million plus polygon scenes could be reduced to 1 million polygons using normal mapping techniques, and then loaded into the game engine. To do this, companies have had to build their own tools as Epic did for the Unreal Engine demonstrations. Some of the biggest challenges that 3D artists face involve long render times and budgeting polygon counts in highly detailed sequences. One of the best ways to lower render times is to have fewer polygons to render. Normal maps offer a great way of shrinking down files without having to compromise detail and image quality in your scene. Artists will often lower the resolution of objects in a scene to compensate for large file sizes. With normal maps, you can expect to have faster render times and very high quality results.” 2.3 Other Techniques Due to their infancy and lack of completion the following techniques could not be implemented into the project, but they still have a major significance in terms of the future of visual games technology, eventually replacing normal maps. It must be emphasized that these techniques have been available for some time in the realms of pre rendered animation and film, but we will be exploring their future use in real time gaming. Displacement Mapping As mentioned in the previous section displacement mapping is one of the most accurate techniques for providing all the detail from the high resolution mesh, but the fact that the polygon count must be increased substantially to accommodate these details is what has held this technology back from being fully used in games technology. With the advance of computer hardware, console hardware and technology, it is highly likely that this technique will be implemented in the successors of the current generation of consoles and graphics technology. (PS3 Xbox 360 and Direct X 10) *Insert Picture with comparisons. 11 Habib Niazi C3078330 Parallax Occlusion Mapping - Height field information to occlude parts of the mesh to give the illusion of complexity - Self Shadowing - Illusion of surface complexity in terms of shape and material Relief Mapping A different approach to the same goal, relief mapping also uses occlusion techniques to deceive players into believing there is more detail than there really is. This section explained the difference between the different forms mapping techniques used in current games technology and upcoming technologies. All this confirms that visuals are one of the most important factors when it comes to games, and characters. 2.4: Industry Software and Techniques The pipeline Defined in this project is focused on character asset creation, and more specifically the creation of the 3d models, the following software is a shortlist of the main software used for the production of professional character Assets; - General 3D Software Packages; 3D Studio Max, Maya, XSI are the three industry standard packages used in the production of character assets - Hi Resolution sculpting and modeling; Zbrush, Mudbox, Silo, Modo, Zbrush being the industry leader in terms of usage, and stability, and maturity, having launched years before the competition. - Image Manipulation Software; 2D: Photoshop, 3D; Zbrush, Bodypaint, Deep Paint 3D, these are the predominant applications used for image manipulation, texture painting/creation. - Texture Baking : ZBrush, Mudbox, 3D Studio Max, XSI Software listed in the order or pipeline usage. 12 Habib Niazi C3078330 2.5.1 Style Research Recreating and improving existing visual styles was an important goal for this project, not copying but using a similar design and aesthetic look to create assets that would not look out of place in the worlds of the chosen games. There are many different types of game genre, genre is important as it dictates the particular style and look of the assets created for it. The characters being created for this project had to specifically adhere to FPS, RPG and ACTION genres so it was important to analyze and research into the most successful games in this genre, such as Unreal Tournament for FPS, Final Fantasy for RPG and Berserk for ACTION to be able to successfully recreate a similar aesthetic and visual appeal. As stated in section three characters will be designed and created, in order to lend authenticity to them the games listen above were looked at. Artists will be included in this area: Sebecosir – Sebastian Legrein Ubi Soft Zack Petroc – Art Director Marco Djurdevic – Marvel Covers Kentaro Miura - Creator of Berserk Kolby Jukes – Lead Modeler Kevin Lanning – Lead Artist Kevin implements a similar system, his character and model definition stage is a very good way of working out exactly what detail you will need for your models and allows you to at an early stage define how and where it will be developed, A major disadvantage of using Kevin’s system is that you have to continuously switch applications, while this may not be an issue for some, but due to the limitations this project should a thing was not feasible due to the applications eating up so much memory, this would invoke a lot of crashes. One of the common attributes that is visible in all of these artists works is their great knowledge and understanding of anatomy, this lends authenticity to their designs and instills a sense of reality to creations that do not exist. Level of detail is also something that is very prevalent to all of these artists works; they all display great detail in their works, adding a greater level on interest to these areas and the works as a whole and again making things appear more realistic. By looking at the works of these established artists it helps to create a sort of specification for the character to ensure that at least match the level of quality of the artworks displayed in this 13 Habib Niazi C3078330 section. Using these as a guideline, the design stage will try to discuss these processes and points in greater detail and how these relate to creating convincing character for computer games and other mediums. One other observation from this section is the fact that a lot of computer game art is similarly themed, and has a certain aesthetic feel to it, they all try to instill a sense of realism by the complexity of form and surfaces as shape requires a lot of polygons, which aren’t always available. The most successful designs will incorporate all of these things and once these rules are established and understood well, the artist can go on to break and redefine these rules to create even more compelling artworks. 2.5.2 Influences These are broken down into genre that the game and character fits into. These categories are RPG, FPS, and Action and will relate to the character design and specification FPS/war: Unreal Tournament Unreal Tournament hosts a variety of different races, tribes and beings. Boasts a large number of maps and vehicles, perfect for team based combat etc, I really enjoyed the vast open spaced environments, and the cohesiveness between designs. All the members of a particular character group have similar visual attributes, but remain different enough to be individually appealing. The unreal tournament models exhibit great skill in making the most out of the available polygons, although the polygon counts are low, great polygon placement and texture usage give an illusion of more detail than is actually there. Unreal tournament is a great example of the limits of previous generation of technology, before the implementation of normal maps. Gears of War This game was also created by Epic Games but this was there first game based of their new game engine UNREAL ENGINE 3, a showcase for their technology. Gears of war displayed the massive jump in visual fidelity and quality of real time graphics by using normal mapping and other mapping techniques on all the assets in the game. RPG/Fantasy 14 Habib Niazi C3078330 Final Fantasy set a new standard in fantasy design with its debut in 3D, it is one of the longest running computer game franchises, with over 12 games under its belt and still going strong. One of the prime reasons people play final fantasy is to experience the amazing vivid worlds that Square Enix create for each game. These include; - The use of bright colours, non conventional design and anatomy. - Humans and animals in same environment - Unique Fantasy 15 Habib Niazi C3078330 CHAPTER 3 - DESIGN & IMPLEMENTATION After the analysis of research materials, the next stage was design. Before any implementation and creation could commence, initial plans and designs were necessary; as indicated in the pipeline research, a thorough pre production stage occurs to help define the style, look and mood of the assets that are to be created. This stage is very important as the end result will be directly affected by the time and effort put in to the design stage, games and film being very much visual arts, means that the aesthetics is very important, and constantly under close and harsh scrutiny. Each new film and game released aims to raise the bar in terms of visual design and quality because this is a major selling point for consumers. To this 3.1 - CHARACTER DESIGN The first stage of character design and creation is to define a character profile and collect images and information that will be used as a basis to create concepts which go through many revisions until a satisfactory end result is found; with the advent of digital sculpting software a lot of this conception can be done in 3d now. In this instance, the main inspiration for character designs were from popular game types, the genre of the game dictated many design decisions for the character, so the first stage was to decide what type of games the characters were going to be used in. Three different game genres were chosen for the basis of the character designs, the first was a boss character for an rpg/slash and hack game in the styling of Genji : Days of the Blade etc. Some characters are less complete in terms of both their profiles and their state, this was due to implementation of the production pipeline, it allows the user to create models quickly and continuously reshape their vision until they are satisfied or gets another idea they want to develop quickly. CHARACTER 1 - NEANDERTHALL BARBARIAN; This character was designed to fit into the Unreal Tournament game world. Unreal Tournament is a first person shooter game, which pits players up against each other or cpu opponents in a death match scenario, but also has other game play types such as capture the flag, Assualt etc etc. Unreal tournament includes a large variety of different species and character that players can use; they range from human mercenaries, through to robots, and even aliens. Although there is a 16 Habib Niazi C3078330 wide selection of characters and species, the characters feel generic and don’t really appeal as much as they could, therefore it was decided to try and create a new race/tribe for the game that would appeal to the player. This character is part of a tribe, from a far off land, as yet, undiscovered by the rest of humanity; they are thought to be direct descendants of Neanderthal’s, with harsh sharp features and bone structure, with extremely muscular physiques and compact proportions. Due to their lack of contact with other human beings, their culture took an alternative path to the rest of humanity, they pursued black magic and alchemy to technology, and they are power hungry brutes with an obsession to violence. There land was accidentally discovered by a traveler’s ship, and this spawned their intrigue and beginning of their bloodthirsty quest to capture the lands of the world. They use a combination of heavy duty weaponry, clubs, maces and staffs, for close range combat, overpowering their opponents with brute strength. They use black magic, and dark spells to attack from a distance, making them deadly foes, especially with their group mentality. They battle in groups, headed by a single elder, who gives orders; the lives of the rest of the group are sacrificed for the protection of the leader, causing a massive drop in morale if any damage is inflicted upon them. They are stupid on their own, with the combination of the elder, and spells, they become an intelligent and lethal group, when the leader is taken out, and the cohesive deadly force falls apart, as they return to their unintelligent brute full origins. 17 Habib Niazi C3078330 References used for Barbarian Character 18 Habib Niazi C3078330 CHARACTER 2 - NOSFERATU ZODD ( Zoddo) The decision was made for one of the characters to be created from an existing franchise, as the videogame market regularly creates movie tie-ins and adaptations from a variety of sources such as; Comics, Books, Film, TV, Anime, etc. The character chosen to be created is from a Japanese Manga/Anime called Berserk. Berserk has already spun off two video games on the Sega Dreamcast format and the Sony Playstation 2 format. Zodd is one of the predominant characters in the story, equivalent to a boss in many games, this character was chosen because it has a very strong presence, there are quite a few fantasy games on the market that feature characters with similar attributes. The reasoning behind making Zodd one of the characters for this project is because its highly probable that their will be a Playstation 3 incarnation of the franchise, therefore this project hopes to create an updated version of the character for current generation standards using new techniques to create the most credible version of the character yet. Character Bio: Zodd is renowned among soldiers for being able to survive deadly injuries. He has been seen on battlefields for over 300 years. Zodd is an apostle perhaps the oldest one, his true form is a Minotaur with bat wings. Though a God Hand apostle, he's different from others, while others seem only interested in killing innocents, all Zodd wants is to find worthy opponents. Voiced by: Kenji Utsumi (Japanese), J. David Brimmer (English) Also known as Nosferatu Zodd, or Zodd the Immortal, is referring to his apparent immortality. As an apostle (a God Hand servant) he has spent three centuries fighting in countless battlefields searching for worthy opponents. Zodd first encountered and defeated Guts and Griffith in a castle raid, where he spared them, realizing who Griffith would be. As an apostle, he can transform his human form to a deadlier Apostle one; in Zodd's case, his is that of a Minotaur with the face and tail of a tiger, his right horn cut off (as a sign of defeat to The Hawk of Light) and retractable batlike wings. Zodd's long-time rival is the Skull Knight, who can hold his own against Zodd's demon form. One of the most powerful apostles known, he now serves in a major role in the reincarnated Griffith's reformed Band of the Hawk, and his personal escort/transportation. While Zodd is no pushover, he fell to the Hawk of Light in a dream, and upon Griffith's reincarnation, decided that he had finally "found what he had been searching for the past 300 years." 19 Habib Niazi C3078330 References used for Zodd character 20 Habib Niazi C3078330 CHARACTER 3 - FROAD BOSS This character was designed to fit into a role playing game universe, such as Final Fantasy, Elder Scrolls, and Fable etc. The character was designed to be a boss, and its proportions reflect this, as it is fairly large; roughly 7.5ft, it has a variety of physical attributes which make it a formidable opponent. These include, long stretchy limbs, with explosive compression power which enables it to exert great force, which allows it to jump great distances, and create explosive physical power that would create massive damage upon impact. Its fingers feature Tentacle like suckers, which allow it to cling to almost any surface, making any environment an advantage; its fingers also have long sharp claws used to attack and cut any threats or surfaces in its way. Its final weapon is massive extendable tongue, which also has tentacle suckers on the back side, allowing the froad boss, not only to wrap its tongue around surfaces for grip, but also using the suckers for traction, to climb and pull objects towards it Weakness: The only known weakness for this creature, is the fact that it can only utilize its fully evolved form for a short period of time, therefore, when it detects that its power is fluctuating or decreasing it will make a hasty retreat using its long tongue to pull itself to a distance place or object, while in hiding, it will be in its most weakest state and able to be damaged. Story: In a modern fantasy lab, the exploits of a secret scientific and alchemy lab were used to create an hybrid object made of organic matter and alchemic materials. The result was a soulless child which had the ability to freely break and create the laws of nature, mixing alchemy and science through its will. This child was the most sought after possession in all of the land. It was found the existence of such a being was detrimental to the lives and existence of the world, as it gained a form of consciousness the fear grew in the authorities and people responsible for its creation, therefore it was decided that the only possible way to prevent this uncontrollable unnatural being, was to destroy it before it became old enough to realize its own existence and the power that it posses. After a great struggle they managed to pin down the life form and seal away its existence to a stone. The power generated from this procedure created a shockwave of excess energy, shot out in ever direction from the place of the sealing. Strange transformations and reactions occurred from the release of energy, which caused unbelievable changes to the environment and the life forms in it; morphed, deformed, and altered in intangible ways. The closer the life form/area was to the energy wave, the greater the level of mutation, the boss character being fairly close to the explosion; meaning not only was its physical form changed but also its mental ability. It gained a level of intelligence that gave it superiority over less mutated versions of its species, thus making it king. 21 Habib Niazi C3078330 References used for Froad Boss Character 22 Habib Niazi C3078330 3.2: PIPELINE DESIGN AND USAGE - The Next stage is to define what needs to be done before the character asset can be called complete. This project focuses more on the Modeling, Sculpting and Texture Baking processes of the Pipeline, the other stages are also covered but in less detail for the sake of completeness. Although each project will vary in terms of the required specifications, the majority will follow the same basic structure, so the proposed pipelines takes this into account, and covers all the general stages required for character creation The Pipelines needed for this particular Project included; The Modeling Pipeline is as follows: - Creating a base mesh to start the modeling process* - Using digital sculpting techniques to create a hi rez detail mesh* - Building an organized topologically correct mesh* - Re-projecting the details onto Organized Mesh* - Creating High Frequency Details using Masks and textures * The Complete Pipeline includes the following stages as well; - Creating UV co-ordinates - Painting and Creating Texture Maps - Generating Normal and Displacement Maps that carry the mesh details from the high resolution mesh * (The parts marked by a * are the ones that were focused on more for the duration of the report) Learning curves involved with using multiple software One of the great challenges involved with a project like this is the fact that it tries to implement and make use of different software, in order to ascertain the best methodology of getting quality results. Because of this, the learning curve and time needed is increased dramatically, as each piece of software has its own way of doing things, and the goal is to research, learn and use these techniques to a successful end result. This is a vast amount of work which is why the focus will be on the modeling and 23 Habib Niazi C3078330 normal mapping stages, as there will be a number of assets being made, enough to test out the features and workflow of the chosen software in order to gain a better understanding and knowledge of the practical usage of each in a production environment, as they excel in different areas. 24 Habib Niazi C3078330 CHAPTER 4 IMPLEMENTATION AND TESTING After the research and design stages were completed, the next stage was to move on to implementation and testing the created artifacts. Creating 3d models is a long and detailed process; much care must be taken at each stage to minimize any problems that can emerge as a result later in the process. This was the longest and most important stage of the project and the point at which the production pipeline really came in use, by pre planning the implementation stage by use of a pipeline, it made the process much more efficient and helped to reduce errors, which is a fundamental issue when developing games, as the smallest error can lead to bigger errors which inevitably can cause a game to be delayed. That is where testing comes in; testing in this case is essentially rendering and previewing the 3d models in both real time and offline scenarios to check for errors. This is done not only in the Zbrush, the software where the hi poly models created, but also in 3d Studio Max the software which is used to put everything together and export for games. This is a relatively simple but time consuming process, as every asset must be viewed in a variety of angles to notice any errors, and if they are noticed, time must be then taken to work out what caused the error and how to resolve it. Using visual signs as a testing method is not the best of practices, because humans are bound to make errors, so this is an area that could use some further development and improvement in future projects. 4.1 Implementation Once the research and design stages were complete, the next step was to actually implement the knowledge and planning lay out in the previous sections. Using the production pipeline created using the design to implement and execute the production pipeline. - Creating the Base Mesh The first Stage as detailed in the production pipeline design is the creation of a low polygon base mesh. There are different ways to approach this, but through experimentation in the project, the most efficient and fast ways to create base meshes were; 25 Habib Niazi C3078330 - Creating simple base mesh in general 3D software such as 3D Studio Max, using box modeling techniques to create a simple box representation of the concept. - Using Zspheres to create a basic Zsphere representation of the concept, and then converting to a skin using the irez and mesh resolution options to control the shaping and detail of the mesh conversion. At this stage mesh topology does not need to be taken into consideration, instead, the most important factors are having enough detail in specific areas to be able to detail them in the subdivided high resolution mesh. To ensure that the mesh will have the detail required, care must be taken to keep the size of polygons relatively the same, this ensures that there will not be any under detailed areas or artifacts from stretched or deformed polygons. Another recommendation is to keep all polygons quaded, again, this ensures there is a uniform surface when subdividing models, triangles can cause sharp edges and bumps in the mesh when subdivided. If the mesh was created in a general 3D application then the next step is to prepare the mesh for exporting. Much care must be taken when exporting a mesh to another application, errors that are not resolved before exportation will end up causing bigger problems in Sculpting software, in this case Zbrush. The mesh must be checked for double edges, open edges, unwelded verts and any non quad polygons. Once this has been done, the next stage was exporting from 3D Studio Max, using the OBJ file format, (fig. 3.2.1) the options were changed so that it would correctly in Zbrush. Texture Coordinates was turned off, because they were not needed at this stage, because this was not the final mesh, rotate model was checked, and group by object, through trial and error these were the settings that were found to work best. The mesh that was created in Zbrush required less tweaking, there was only 3 settings that needed to be checked and adjusted, the irez, msmth, they fundamentally control how smooth the model will be, whether it will maintain sharper forms or be predominately smooth and round. Once these were tweaked to the required setting the mesh could be converted into a skin, which is a normal mesh without the Zsphere rig. 26 Habib Niazi C3078330 The next stage was creating a base sculpt inside Zbrush (Mudbox) - Creating the Sculpt After the base mesh was created, the base that was created in 3D Studio Max was imported in to Zbrush (Mudbox) through the import button found in the tool palette and drawn on the canvas ready to be manipulated. In the other circumstance the mesh was already selected after converted into a polymesh 3d ready to be manipulated. At this stage the goal was to generally define the shape of the overall mass and form of the concept, the move tool, standard draw tool and inflate draw tool with low intensity was used to sculpt and move the forms into positions that looked correct. The process used and discovered through practice was to make the model look as close as possible to the concept on each level of detail and only subdivide when nothing else could be done. Subdividing the mesh multiplied the polygon count by a factor of four, which produced more vertices to work with, which made defining forms easier on each level. The workflow used during this project employed a three tier system to creating mesh detail, the initial level was mass and large forms, the secondary level was muscles and other surface shapes and structures; and finally, the tertiary level involved sculpting in the small details and features such as facial features and veins etc. The sculpt was still kept relatively loose, because the next stage involved re-projecting the details from the high resolution mesh back onto a new topologically correct organized mesh. - Creating an Organised Mesh * This process differs according to the intended use for the model, if the model is going to be used for Animation, Film or FMV then the organized mesh creation would occur at this stage to ensure that mesh information sculpted so far, would be able to be 27 Habib Niazi C3078330 transferred accurately to the re-topologised mesh with as little errors and distortion as possible. If the model is going to be used as a game asset normal map source, then the organized mesh stage would not occur until the end stage after all sculpting and detailing have occurred - Exporting a mid, deleting one half and setting up in view - Using Polygonal Modeling Techniques and Software to create a topologically correct model, aligning perfectly with the hi rez mesh - Using symmetry to create opposite side, merging and exporting back out - Re-Projecting to Organised mesh - Creating a displacement map to capture the difference between the two different meshes - Subdividing the Mesh to an equal polygonal count and using the displacement map to re-project details and mesh information on to the organised mesh - Detailing Mesh; high frequency details - Using high poly sculpting techniques, brushes and masks to create surface detail - Using Alpha images and maps to create high level details on mesh There are two stages to the detailing stage, firstly, going through the whole mesh with a smaller brush and cutting and sculpting further detail into the forms and shapes, the next stage is using alpha textures/brushes, to deform the mesh based on the alpha image. For example, using a photograph of animal skin, manipulating the image to extract the alpha information, and then using this to project these details on to the high rez mesh. 28 Habib Niazi C3078330 - Creating UV’s - Using an automatic UV Mapping algorithm or a manually created UV Set to be able to paint maps to use as textures - Creating and Painting Texture Maps - Using photo editing/painting software to create colour, spec, bump and any other map type - Shaders: - Importing the low rez optimised mesh into rendering software - Applying all maps and materials to objects - LOD’s - Using optimize and Polygon Cruncher to create different low poly resolution models - Using NVIDIA developer tools to create different low resolution versions of the textures - Rendering and Lighting: - Create a Lighting Setup to render out previews to see if all is working - Constructing and Putting Together in Software 29 Habib Niazi C3078330 Chapter 5 Conclusion 5.1 Project Success Overall the project was a success. Three characters were designed and built form the ground up using the designed pipeline. Industry standard techniques were used and displayed correctly; normal mapping, specular mapping, rigging & skinning and many others were discussed. The execution of this project achieved a good, practical understanding and usage of the processes involved in using an asset pipeline and designing and creating, and normal mapping characters to use in a game environment. The techniques and process used and learned during this project can be applied to all characters built from now on. Although initially a major part of this project was the production of finished character assets, the focus shifted during the implementation and testing stage, the decision was made to focus more on the workflow and pipeline process of modeling the high and low assets, and normal mapping instead, and ultimately made the project a lot more useful in terms of learning, even though, the artifacts are not as finished as was originally intended, the amount of models and quality of models increased because of constant testing and implementation which proved to be more valuable than a few static complete models. The project displayed and proved the major impact and difference a normal map makes in the next generation character creation pipeline and games. 5.2 Improvements to the Project This project could have been improved in many ways. Near completion, it was observed that more could have been done to the characters to make them look more complete. The final models themselves looked a little lacking and a possible solution to this would have been to create and implement textures to really make them feel “real”. Although there were 3 fully completed characters, they were taken to the same level of finish and not further, perhaps, one of them could have been taken through the entire process to illustrate the possibilities that could be achieved. 30 Habib Niazi C3078330 The Froad Boss character suffered from a lack of finishing, although the model was completed to a high standard, the lack of accessories meant it did not feel as imposing and alive as it was originally intended to be. Clothes and accessories could have helped to further communicate and create a sense of personality that seems to be lacking from the final renders. Again textures no doubt would have helped to sell the fact that it was loosely based of a frog and a toad, bridging that gap between intended look and interpretation. Leaving the characters in a static pose also takes away from the illusion of these being game characters, because when we play games, our characters are always performing some kind of movement 5.3 Taking the Project Further A list that presents numerous ways in which the project could be improved and developed further; the text highlighted in yellow shows subtle improvements that could be made without too much effort, the text highlighted in green explains ways to really push the boundaries of the project and make it a far more finished and competent work. The Knowledge gained from the research and implementation of this project will enable future work of similar nature to be executed simply in a logical organized manner, the level of finish of characters can also be increased as more focus will be put into the other stages, and possibly spawn another project focusing on the other areas this production pipeline did not focus on as much. - Texture all models - Implemented into a game * - User Manual or training DVD explaining and demonstrating steps* - Better Renders - Better Poses * Marks features that are considered most important for the development of the project, the other two are more for aesthetic reasons 31 Habib Niazi C3078330 5.4 Overall Overall, the project has been a success. There was much valuable knowledge gained from the project, most importantly the processes involved from taking a character from a concept to model through to completion have been fully explored and understood, making this … These skills will be very beneficial when approaching character design and creation from this point on. Research helped to keep the project up to date with new industry standards and emerging technologies ensuring relevance and understanding when applying and working for games companies. Skill set and quality of skills have both expanded and areas of weakness have also been noticed and will be resolved and worked on as a result of this project. The work produced will be a good basis for portfolio and job application and the process undertaken is good preparation for working in the games industry. 32 Habib Niazi C3078330 References Ahearn, L. (2006) 3D Game Textures: Create Professional Game Art using Adobe Photoshop. Oxford: Elsevier. Bethesda Game Studios (2006) The Elder Scrolls IV: Oblivion. New York: 2K Games. Bioware, Neverwinter Nights. http://nwn.bioware.com Blizzard Entertainment (2005) World of Warcraft. Vivendi Universal. Blizzard Entertainment, Gamespot. http://www.gamespot.com/gamespot/features/all/real_time/screens/warcraft1.jpg Blizzard Entertainment, Warcraft II Battle.net edition. http://www.blizzard.com/war2bne/ss02.shtml Crytek Crytek Games: Crysis. http://www.crytek.com/games/index.php?s=xsis Eberly, D.H. (2007) 3D Game Engine Design. 2nd ed. San Francisco: Elsevier. Friedrich, H. et al. (2006) Exploring the use of ray tracing for future games. Acm Siggraph Video Game Symposium, Massachusetts. ACM Press, 41-50. Linde, R. (2005) Game Art: Creation, Direction and Careers. Massachusetts: Charles River Media. Lionhead Studios (2004) Fable. Microsoft Game Studios. Nvidia 3D Tools. http://developer.nvidia.com/page/tools.html Tatarchuk, N. (2006) Practical Parallax Occlusion Mapping with Approximate Soft Shadows for Detailed Surface Rendering. International Conference on Computer Graphics and Interactive Techniques, Boston. ACM Press, 81-112. Watt, A. and Policarpo, F. (2003) 3D Games Animation and Advanced Real-Time Rendering. Harlow: Pearson Education Limited. Watt, A. and Policarpo, F. (2001) 3-D Games Real-Time Rendering and Software Technology. Harlow: Pearson Education Limited. Wynters, E.L. (2007) 3D video games: no programming required. Journal of Computing Sciences in Colleges, 22 (3), Available at: http://portal.acm.org/citation.cfm?id=1181875&coll=Portal&dl=GUIDE&CFID=20663941&CFTOKEN=946200 08, 105-111 33 Habib Niazi C3078330 CGportfolio - Jinwoo Lee ~ http://jjcoolio.cgsociety.org/gallery/356208/ CGPortfolio – Steven Hagg-Stahlberg ~ http://stahlberg.cgsociety.org/gallery/ CGPortfolio - Alvaro Buendia ~ http://buendiacg.cgsociety.org/gallery/ Steven Chen ~ http://www.stevenchen3d.com/ Pedro Toledo - Custom Portfolio ~ http://www.pedrotoledo.com.br/portfolio/home.htm Jw Illust ~ http://www.jwillust.com/ Doug Chiang Studio ~ http://www.dchiang.com/dchiang_flash.html Linda Bergkvist ~ http://www.furiae.com/ BROM ~ http://www.bromart.com/ Natascha Roeoesli ~ http://www.tascha.ch/ Tychoi ~ http://www.tychoi.com/ Hiko Online Portfolio ~ http://hiko.3dvf.net/www/engine.php3 Area 56 ~ http://www.area-56.de/ Soa Lee's Soanala ~ http://www.soanala.com/ Puddnhead ~ http://www.puddnhead.com/ Pixologic Makers of ZBrush ~ http://www.pixologic.com/zbrush/home/home.php Mudbox ~ http://www.mudbox3d.com/ ConceptArt.org ~ www.conceptart.org DeviantArt.com ~ www.deviantart.com CGSociety ~ www.cgtalk.com Digic Pictures ~ http://www.digicpictures.com/ Industrial Light & Magic – The Show: Pirates of the Caribbean 2 ~ http://features.cgsociety.org/story_custom.php?story_id=3889 Tippett Studios ~ http://www.tippett.com/ Massive Black, Inc. ~ http://massiveblack.com/mbNew/frontpage.html Hellgate London ~ http://massiveblack.com/mbNew/html/hellgate.shtml Death Fall ~ http://www.deathfall.com/contest.php War Productions Miguel Ortega Creature FX ~ http://www.warproductions.com/ Gametrailers.com ~ http://www.gametrailers.com/ Feng Zhu Design ~ http://www.fengzhudesign.com/ Caroline Delen ~ http://www.carolinedelen.com/ Xcloud ~ http://www.xcloud.net/ 34 Habib Niazi C3078330 Kolby Jukes ~ http://www.kolbyjukes.com/ Vitality Naymushin Portfolio ~ http://www.t3h-v.com/folio/corum.html CGPortfolio - Skan Srisuwan ~ http://fiduciose.cgsociety.org/gallery/234866/ CGPortfolio - Sze Jones ~ http://szejones.cgsociety.org/gallery/ More Than Just A Pretty Map Creating Next-Generation Materials for Lair http://worch.com/articles/gdc/!GDC2007_mworch.pdf A Quick Guide to Normal Mapping in 3ds max 7 http://www.msmiami.com/custom/downloads/3Ds7_Mapping.pdf Digital Production Pipelines: Examining Structures And Methods In The Computer Effects Industry http://txspace.tamu.edu/bitstream/1969.1/2406/1/etd-tamu-2005A-VIZA-Bettis.pdf Softimage Face Robot http://www.softimage.com/products/face_robot/pdfs/FR_v15_brochure.pdf Game Production Process http://ludocraft.oulu.fi/elias/dokumentit/game_production_process.pdf Getting Into Character: Building Performances for Next-Generation Productions www.softimage.com/about_us/pdf/getting_into_character.pdf High Quality Normal Maps Compression http://graphics.cs.lth.se/research/papers/normals2006/normals_tc.pdf Normal Mapping for Precomputed Radiance Transfer http://www.ppsloan.org/publications/NMPRT.pdf Real-time rendering of normal maps with discontinuities http://www.cs.nyu.edu/~parilov/pubs/trep/report.pdf Real-Time Reflection Mapping with Parallax http://groups.csail.mit.edu/graphics/pubs/i3d05_realtime_reflection.pdf Real-time, Photo-realistic, Physically Based Rendering of Fine Scale Human Skin Structure ftp://ftp.cc.gatech.edu/pub/gvu/tr/2001/01-11.pdf Real-time Rendering of Fur http://www.gamasutra.com/education/theses/20051028/sheppard.pdf Mixed Reality and Experiential Movie Trailers: Combining Emotions and Immersion to Innovate Entertainment Marketing http://www.cs.ucf.edu/~ceh/Publications/Papers/Content/SIMCHI05StapletonHughes.pdf Taming the Complexity of Digital Productions http://temerity.us/products/pipeline/docs/TamingComplexity.pdf The Real Time Art Production Pipeline: An Examination Of Modeling For Surfacing As Used By Professionals From Electronic Arts Tiburon http://accad.osu.edu/~jharmon/thesis%20work/thesis.pdf Digital Clones and Virtual Celebrities Facial Tracking, Gesture Recognition and Animation for the Movie Industry http://www.quantumworks.com/papers/ICCV99.pdf Exploring A Byzantine Crypt Through A High-Resolution Texture Mapped 3D Model: Combining Range Data And Photogrammetry http://siba3.unile.it/ctle/3ddb/ISPRS2002/ISPRS2002_paper.pdf 35 Habib Niazi C3078330 Appendix A Specification Character Production and Normal Mapping for Games The problem at hand is to create a series of characters that would be suitable for use in modern computer games in the hopes that the experience, research and knowledge gained from the process will allow for the design of a successful pipeline for character creation that could be used in future projects. The characters will be varied, and will be designed to fit into a successful game in a defined game genre. The emphasis will be on the workflow used and the modeling of the 3d assets and the detail extraction stage. The characters will be built with modern modeling and detailing tools to ensure a visually feasible quality for use in a game. To be able to create characters that would be feasible for use in modern games research will be carried out to define what are the suitable limits for the polygon count, texture sizes and any other issues that ascertain to creating characters for game development. An emphasis will be made on the process of modeling high resolution models, low resolution models and the process of extracting the high resolution model data for use on the low polygon model. This is because Normal Mapping and its variants are a fairly new technology and as a result will need to be investigated further to get a better understanding of its uses and methodology for getting optimum results. Texture Mapping, rigging and skinning have existed since the advent of 3d games and therefore will not be covered in great detail. Normal Maps are able to be displayed on direct x 9 enabled graphics card and applications, so the testing stage will be fairly straight forward; displaying of the models in a real time environment such as the direct x 9 enabled 3d studio max viewport essentially emulates the same visualization that would occur in a game thus proving suitability for in game usage. As there are multiple methods and software available for creating normal maps, and creating the assets to get the normals info from, research and careful consideration must go into these selections so as to create an efficient and successful workflow that could be used as a pipeline for future projects and developments, that supports scaling up with new techniques, software and technology. 36 Habib Niazi C3078330 The schedule for this project will be as follows: Research in to technology, software and techniques being used in games, the specification for characters assets used in the game genre decided on and suitable workflows for creating a pipeline for these processes. The research stage also involves a lot of testing and development of methodology, because even after choosing a particular technique it may not be feasible after it has been tested on 3d assets. After this initial research and development, the design stage will be next. This will include designing of the characters and designing of the methodology to use in order to create a production pipeline for use during the project, it will be updated during the project and for future projects. After the design stage is complete, I will then move on to the implementation stage and start building the assets, in the case of this project; modeling the high and low models for each character as well as creating various pieces to test and demonstrate workflow, these will be including in the annex. Due the nature of this project, the content will continuously be modified through the analysis of testing, and research will continue for better ways to do things as well as including any new techniques etc such as normal/parallax mapping with assets I have created over that period of time. This process is estimated to take up round 3 months and should be complete by early January. From this period on I will move forward in the production process, and start testing out different normal map creation methods, and comparing the results to try and get the most detail from the high rez mesh on to the low rez mesh. If time permits, I will then experiment and find the best method to create textures for the characters, as this is a supplementary goal it is not as important if it not fully implemented. And finally I will be testing the results inside an environment which is able to display normal maps in real time, if possible implement the characters into a game engine, but this is not as important as processes that came before it. Project progress will be recorded in the form of a series of diaries updated throughout the duration of the project; this will contain the processes used throughout the project. 37 Habib Niazi C3078330 Appendix B Renders and Screenshots Renders and screenshots from the project, a mixture of renders from 3D Studio Max, direct x 9 Viewport and zbrush. Full textured High Rez Head Mode, Created using Film Techniques 38 Habib Niazi C3078330 Early Normal Mapping Pipeline demonstration using a variation of the zodd character 39 Habib Niazi C3078330 Film Resolution Model of the Creature Boss Character Game Resolution Model, with normal map generated from the hi rez version 40 Habib Niazi C3078330 Hi Resolution Source Mesh inside Mudbox 41 Habib Niazi C3078330 Low polygon mesh without normal map approx 10,000 triangles Low polygon mesh with normal map applied approx 10,000 triangles 42 Habib Niazi C3078330 Low polygon mesh smooth shaded without normal map, approx 10,000 triangles Low polygon mesh smooth shaded with normal map, approx 10,000 triangles 43 Habib Niazi C3078330 Unreal Barbarian: 44 Habib Niazi C3078330 45 Habib Niazi C3078330 46 Habib Niazi C3078330 Hi Resolution Source Head for Unreal Barbarian Character 47 Habib Niazi C3078330 Low Poly Unreal Barbarian Normal Mapped and accessories Approx. 5000 Triangles 48 Habib Niazi C3078330 49 Habib Niazi C3078330 Hi Resolution Zodd Character Mesh Textured On Page Above, Unreal Barbarian Normal Mapped Game Model, Rendered with Ambient Occlusion. On Page Below, Various concepts made for the Froad Boss 50 Habib Niazi C3078330 51 Habib Niazi C3078330 Unreal Barbarian Concept Sketch 52 Habib Niazi C3078330 Close Detail Shot of Unreal Barbarians normal mapped accessories and another character made for the project 53 Habib Niazi C3078330 54 Habib Niazi C3078330 Basic Zsphere Model, testing mesh creation Skin Rendering Test 55 Habib Niazi C3078330 References - Report Reference List [1] Simone Movie Simone movie poster, S1m0ne 2002 http://www.sineport.com/poster/2002/simone.jpg [2] Simone Movie Simone screen shot, S1m0ne 2002 http://www.allmoviephoto.com/photo/2002_simone_014.html [3] Simone Movie Simone screen shot, S1m0ne 2002 http://www.allmoviephoto.com/photo/2002_simone_013.html [4] Death Note Live Acton Movie Death Note movie poster, Desu noto, 2006 http://bbg.ebloggy.com/img3/DeathNote.jpg [5] Death Note Live Acton Movie Death Note, Ryuk, 3D Stills and film stills, Desu noto, 2006 http://i19.photobucket.com/albums/b191/kikoyo/pcgames0616deathnote17_thumb.jpg [6] Death Note Live Acton Movie Death Note, Ryuk screen shot, Desu noto, 2006 http://www.cinegenre.net/img/deathnote_big2.jpg [7] Death Note Live Acton Movie Death Note screen shot, Desu noto, 2006 http://www.scifijapan.com/Death%20Note/14.jpg [8] Death Note Live Acton Movie Death Note screen shot, Desu noto, 2006 http://www.scifijapan.com/Death%20Note/15.jpg [9] Death Note Live Acton Movie Death Note screen shot, Desu noto, 2006 http://otaku1990.ot.funpic.de/wb/media/retro%20v/deathnote_moviepic.jpg [10] Face Robot Kitty Hunting http://features.cgsociety.org/gallerycrits/55075/55075_1143860388_large.jpg [11] Face Robot Actress and Kitty Hunting http://www.schrankmonster.de/content/binary/hunting.jpg [12] Face Robot Kitty forgetful http://www.softimage.com/products/face_robot/media/Kitty_forgetful.jpg [13] Face Robot Kitty half smiling http://www.softimage.com/products/face_robot/media/Kitty_semismile.jpg 56 Habib Niazi C3078330 [14] Face Robot Rock Falcon astounded http://www.softimage.com/Products/face_robot/media/facerobot_rockfalcon_astounded_render.jp g [15] Face Robot Rock Falcon smiling, wireframe http://www.softimage.com/Products/face_robot/media/facerobot_rockfalcon_smiling_wire.jpg [16] Face Robot Rock Falcon puffing cheeks http://www.softimage.com/Products/face_robot/media/facerobot_rockfalcon_puffing_cheeks_wire. jpg [17] Face Robot Rock Falcon animation controls http://www.softimage.com/Products/face_robot/media/facerobot_rockfalcon_controls.jpg [18] Face Robot Rock Falcon skin stress http://www.softimage.com/Products/face_robot/media/facerobot_rockfalcon_stress.jpg [19] Face Robot Old Kitty with blonde hair http://206.145.80.239/zbc/attachment.php?attachmentid=29891 [20] World of Warcraft: The Burning Crusade, 2007 Concept art http://www.livedigitally.com/wp-content/wowburningcrusade.jpg [21] World of Warcraft: The Burning Crusade, 2007 Concept art http://www.tech2.com/media/images/img_3088_burningcrusade2.jpg [22] World of Warcraft: The Burning Crusade, 2007 Character design http://i14.photobucket.com/albums/a338/erlem2000/burninglegion.jpg [23] World of Warcraft: The Burning Crusade, 2007 FMV cinematic http://photo4.yupoo.com/20061216/193045_1440361385.jpg [24] World of Warcraft: The Burning Crusade, 2007 Character model; Illidan http://wizarduniverse.com/_images_/002935/inc_Illidan1.jpg [25] World of Warcraft: The Burning Crusade, 2007 Character model; Dranaei http://wizarduniverse.com/_images_/002935/inc_Dranaei.jpg [26] Onimusha 3, 2004 FMV cinematic http://features.cgsociety.org/stories/2004_12/cg_retrospective/onimusha_1.jpg [27] Warhammer: Mark of Chaos, 2006 57 Habib Niazi C3078330 Character model sheet http://images.gamedev.net/features/art/warhammer/developmentchaos.jpg [28] Warhammer: Mark of Chaos, 2006 Boss http://warhammer.deepsilver.com/shared/intropics/boss.jpg [29] Warhammer: Mark of Chaos, 2006 FMV cinematic http://www.criticalgamers.com/archives/pictures/MarkOfChaos.8.7.06.jpg [30] Warhammer: Mark of Chaos, 2006 Artwork http://i.play.tm/s/8458/p/s.jpg [31] Warhammer: Mark of Chaos, 2006 Gameplay http://img.hexus.net/v2/gaming/screenshots_pc/warhammer/hammer1_large.jpg [32] Warhammer: Mark of Chaos, 2006 FMV cinematic http://www.overclockers.ru/images/lab/2006/05/22/1big.jpg [33] Warhammer: Mark of Chaos, 2006 FMV cinematic http://cg-india.com/images/DP_warhammer.jpg [34] Warhammer: Mark of Chaos, 2006 FMV cinematic http://mag.awn.com/issue11.05/11.05images/22_19Digic-Warhammer-320.jpg [35] Warhammer: Mark of Chaos, 2006 FMV cinematic http://files.myopera.com/noisewar/blog/warhammer.jpg [36] Warhammer: Mark of Chaos, 2006 FMV cinematic http://img.aktualne.centrum.cz/49/12/491279-warhammer-mark-of-chaos.jpg [37] Warhammer: Mark of Chaos, 2006 FMV cinematic http://www.cinergi-interactive.com/CI%20new%20web/images/screenshot_WH_teaser_01.jpg [38] Powered by Unreal Technology, 2004 Unreal engine 3 technology demo; Beast http://www.unrealtechnology.com/screens/p_beast.jpg [39] Powered by Unreal Technology, 2004 Unreal engine 3 technology demo; Soldier http://www.unrealtechnology.com/screens/p_soldier.jpg [40] Powered by Unreal Technology, 2004 Unreal engine 3 technology demo; Bezerker http://www.unrealtechnology.com/screens/p_bezerker.jpg 58 Habib Niazi C3078330 [41] Powered by Unreal Technology, 2004 Unreal engine 3 technology demo; soldier character creation http://www.unrealtechnology.com/screens/character_creation1.jpg [42] Powered by Unreal Technology, 2004 Unreal engine 3 technology demo; soldier character creation http://www.unrealtechnology.com/screens/character_creation2.jpg [43] Powered by Unreal Technology, 2004 Unreal engine 3 technology demo; soldier character creation http://www.unrealtechnology.com/screens/character_creation3.jpg [44] Powered by Unreal Technology, 2004 Normal mapping http://www.nwn2-esp.com/files/images/normalmapping.jpg [45] Hellgate London Wallpaper http://www.overclockers.ru/images/soft/2005/11/21/hellgate/tm_matte_1280x800-b.jpg [46] 3D Frog, 2006 A model of a frog http://static.highend3d.com/tutorialimages/307/tutorial16.jpg [47] 3D Frog A model of a frog http://static.highend3d.com/tutorialimages/307/tutorial4.jpg [48] 3D Frog A model of a frog http://douglaswalsh.net/Pics/froggie03.jpg [49] Frog Man Concept art http://i45.photobucket.com/albums/f54/cakeye/FrogManBack2.jpg [50] Frog A design of a frog http://www.groonk.net/blog/images/frog1.jpg [51] 3D Frog A model of a frog http://www.evermotion.org/excluziv/realsoft3d/frog.jpg [52] 3D Frog A model of a frog http://www.shapesandlines.com/art/Updates/FudoKaeruLarge2.jpg [53] Frog illustration An illustration of a frog girl http://www.infernalbbq.com/images/frog_girl.jpg [54] 3D Model A frog connection 59 Habib Niazi C3078330 http://206.145.80.239/zbc/attachment.php?attachmentid=1225 [55] Gears of War The main characters (left to right): Baird, Cole, Marcus, and Dom http://en.wikipedia.org/wiki/Image:Gow-cogs.jpg [56] Prey A fodder, one of the various alien species from Prey http://en.wikipedia.org/wiki/Image:198340_20050510_screen008.jpg [57] Crysis 3D face A screenshot showing details in facial design http://en.wikipedia.org/wiki/Image:Crysisface3d.jpg [58] Blade 2 Screenshots http://www.tippett.com/index.php?bc=12&pt=3&tt=3&sc=0&fs=4 [59] Hollow Man Screenshots http://www.tippett.com/index.php?bc=16&pt=3&tt=3&sc=0&fs=6 [60] Constantine Screenshots http://www.tippett.com/index.php?bc=2&pt=3&tt=3&sc=0&fs=4 [61] Hellboy Screenshots http://www.tippett.com/index.php?bc=6&pt=3&tt=3&sc=0&fs=4 [62] Hellgate London Creature; 3d model, wireframe, textured and finished http://massiveblack.com/mbNew/html/hellgate.shtml [63] Hellgate London Creature 1; 3d model, wireframe, textured and finished Creature 2; character model sheet, textured and finished model http://massiveblack.com/mbNew/html/hellgate.shtml [64] 3ds Max 3D character http://www.pconline.com.cn/pcedu/sj/media/3dsmax/0608/pic/060802maxmayaautodesk02.jpg [65] Zbrush Images Displacement map http://209.132.69.82/zbrush/zbrush2/images/displacement/displacementphone.jpg [66] Mudbox Gallery Artist: Pascal Raimbault http://www.mudbox3d.com/gallery/pages/Pascal.html [67] Mudbox Gallery Artist: Jacques Defontaine http://www.mudbox3d.com/gallery/pages/HellBoy_WIP_007.html [68] Mudbox Gallery 60 Habib Niazi C3078330 Artist: Dave Cardwell http://www.mudbox3d.com/gallery/pages/fistImage08.html [69] Mudbox Gallery http://www.mudbox3d.com/gallery/pages/HK_mud.html [70] Polycount Challenge Artist: Alex Munn Character sheet; Colour, normal and spec map http://www.alexmunn.com/images/dhalsim_final.jpg [71] Normal Mapping http://en.wikipedia.org/wiki/Normal_mapping [72] Parrallax Mapping http://en.wikipedia.org/wiki/Parrallax_mapping [73] Displacement Mapping http://en.wikipedia.org/wiki/Displacement_mapping [74] Relief Mapping http://en.wikipedia.org/wiki/Relief_mapping Research Pixologic :: Gentle Giant Interview http://www.pixologic.com/zbrush/community/interviews/gentlegiant/interview.php Lights, camera, video games | CNET News.com http://news.com.com/Lights,+camera,+video+games/2100-1025_3-6113481.html 12. International Conference on Animation, Effects, Realtime and Content http://www.fmx.de/E.223.html Aurora Borealis Software LLC &mdash 1st International Symposium on ... http://www.aurorasoft.net/symposiums/ics06/panel.php Great Expectations http://digitalcontentproducer.com/mag/video_great_expectations/ 3D computer graphics software - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/3D_computer_graphics_software Face Robot http://en.wikipedia.org/wiki/Face_Robot covert creations » MMORPGs, Security, and the Grand Promise of ... http://covertcreations.com/blog/2006/10/06/mmorpgs-security-and-the-grand-promise-ofmiddleware/ Section 11: Production companies http://accad.osu.edu/~waynec/history/lesson11.html SOFTIMAGE::Products::SOFTIMAGE|FACE ROBOT http://www.softimage.com/products/face_robot/default.aspx 61 Habib Niazi C3078330 SOFTIMAGE|FACE ROBOT Image Gallery http://www.softimage.com/products/face_robot/image_gallery/default.aspx SOFTIMAGE|FACE ROBOT - Face to Game Export http://www.softimage.com/products/face_robot/game_export/default.aspx SOFTIMAGE|FACE ROBOT - Game Export - Shading http://www.softimage.com/products/face_robot/game_export/acting_to_game/shading/default.asp x SOFTIMAGE|FACE ROBOT Video Gallery http://www.softimage.com/products/face_robot/video_gallery/ Powered by Unreal Technology http://www.unrealtechnology.com/html/technology/ue30.shtml ZBrushCentral - “Wik” Main character for a video game http://206.145.80.239/zbc/showthread.php?t=20998&page=1&pp=15 Mudbox - Feature Highlights http://www.mudbox3d.com/featurehighlights.html Skymatter’s Mudbox http://digitalproducer.digitalmedianet.com/articles/viewarticle.jsp?id=106658 VFXWorld / Feature Articles Mudbox Review: ‘Freedom to Choose’ for Digital Sculptors http://www.vfxworld.com/?sa=adv&code=319b255d&atype=articles&id=3085&page=1 Untitled Page http://www.ghostscape.com/barrel.html 3D Tutorials & CG Tutorials “Revolution” by Zhang Yang http://www.3dtutorials.sk/index.php?id=200&page=1 Normal mapping - Wikipedia, the free encyclopaedia http://en.wikipedia.org/wiki/Normal_mapping Half-Life 2 - Wikipedia, the free encyclopaedia http://en.wikipedia.org/wiki/Half_Life_2 Gears of War - Wikipedia, the free encyclopaedia http://en.wikipedia.org/wiki/Gears_of_War Lair (video game) - Wikipedia, the free encyclopaedia http://en.wikipedia.org/wiki/Lair_%28video_game%29 Parallax mapping - Wikipedia, the free encyclopaedia http://en.wikipedia.org/wiki/Parallax_mapping Displacement mapping - Wikipedia, the free encyclopaedia http://en.wikipedia.org/wiki/Displacement_mapping 3D Buzz - Normal Maps like in Unreal Engine 3 http://sv3.3dbuzz.com/vbforum/showthread.php?s=&threadid=77037 62 Habib Niazi C3078330 The Chronicles of Riddick: Normal Mapping Overview - Xbox http://news.teamxbox.com/xbox/6086/The-Chronicles-of-Riddick-Normal-Mapping-Overview/ The Chronicles of Riddick: Escape from Butcher Bay Movie (Xbox) http://xboxmovies.teamxbox.com/xbox/841/The-Chronicles-of-Riddick-Normal-MappingTechnology-Overview Game Information The Chronicles of Riddick Escape From Butcher Bay http://www.sierra.com/en/home/games/game_info.prodL2NvbnRlbnQvc2llcnJhL2VuL3Byb2R1Y3RzL2Nocm9uaWNsZXNfb2ZfcmlkZGljaw==.platformglobal.html Game Developers Ireland - View topic - Normal Mapping http://www.gamedevelopers.ie/forums/viewtopic.php?p=31583 Feature Focus: Normal Mapping | HaloDev http://main.halodev.org/articles/feature-focus-normal-mapping GDC 2007: More Than Just A Pretty Map - Creating Next-Generation Materials for LAIR http://worch.com/articles/articles.html creating bumpmaps from images pt. 1: Quake3Bits Tutorials http://www.quake3bits.com/htm/tutorials/creating_bumpmaps_from_images.htm LoTR: BFME II - Rise of the Witch-King > Maps Levels Missions > Online Normal Maps http://browse.files.filefront.com/LoTR+BFMEII+Rise+of+the+Witch+King+Maps+Levels+Missions +Online+Normal+Maps/;1892214;/browsefiles.html Mod DB - Play something different http://moddb.com/ CGTalk - Normal Mapping in 3ds max http://forums.cgsociety.org/archive/index.php/t-87991.html The SnarkPit - Half-Life 2 Tutorials http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=186 Santy’s blog http://santyhammer.blogspot.com/ Ben Cloward - Character Animator | Resources - Shaders http://www.bencloward.com/resources_shaders.shtml Ionization http://www.ionization.net/tutsnorm1.htm blender.org - Normal Maps http://www.blender.org/development/release-logs/blender-236/normal-maps/ Texturing - modwiki http://www.modwiki.net/wiki/Texturing ZbrushCentral - Exporting normal maps for ZBrush 63 Habib Niazi C3078330 http://www.zbrushcentral.com/zbc/showthread.php?t=002575 Displacement and Normal Maps Made Easy http://209.132.69.82/zbrush/zbrush2/displacement.html Bump, Displacement, and Normal Maps - ZbrushInfo http://www.zbrush.info/site/index.php/Bump,_Displacement,_and_Normal_Maps Lair PS3 Game, Lair Playstation 3 http://www.1up.com/do/gameOverview?cId=3143795 Object Space Normal Mapping Tutorial http://www.3dkingdoms.com/tutorial.htm VFXWorld / Feature Articles Oddworld’s ‘Real’ Reel World http://vfxworld.com/?sa=adv&code=57c5ed8a&atype=articles&id=2203 Big Huge Games http://www.bighugegames.com/engine.shtml Zygote Media Group, Inc. http://www.zygote.com/film_main.php Autodesk - 3ds Max used to create believable buildings http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5943857&linkID=5572501 Peter Konig - 3D Modeler http://www.animationarena.com/3d-modeler.html Death Fall | Underworld: Evolution ¼ The technical evolution of Luma Pictures http://www.deathfall.com/feature.php?op=showcontent&id=58 Underworld: Evolution render passes video clip http://www.deathfall.com/download/video/wwf_contactSheet.mov Death Fall | The VFX of Frostbiten ¼ An Interview with Janak Thakker http://www.deathfall.com/feature.php?op=showcontent&id=63 Death Fall | Silent Hill ¼ An Interview with Evan Jacobs http://www.deathfall.com/feature.php?op=showcontent&id=59 CgSociety - Blizzard’s Warcraft - The Night Elf http://features.cgsociety.org/story_custom.php?story_id=4006 CGSociety - Mark of Chaos http://features.cgsociety.org/story_custom.php?story_id=3659 CGSociety - Rise of Legends http://features.cgsociety.org/story_custom.php?story_id=3597 CGSociety - Oh Strange Horrors http://features.cgsociety.org/story_custom.php?story_id=3678 CGSoceity - Massive Talent http://features.cgsociety.org/story_custom.php?story_id=4003 CGSociety - Zack Petroc http://features.cgsociety.org/story_custom.php?story_id=3985 64 Habib Niazi C3078330 CGSociety - Style Guide http://features.cgsociety.org/story_custom.php?story_id=3979 CGSociety - Burn Cycle http://features.cgsociety.org/story_custom.php?story_id=3945 CGSociety - A-mazing http://features.cgsociety.org/story_custom.php?story_id=3940 Pixologic :: ILM Interview http://www.pixologic.com/zbrush/community/interviews/ilm-pirates/interview.php CGSociety - Shades of Davy Jones http://features.cgsociety.org/story_custom.php?story_id=3889 CGSociety - Art Booty http://features.cgsociety.org/story_custom.php?story_id=3667 CGSociety - A Treasure Chest of Techniques http://features.cgsociety.org/story_custom.php?story_id=3680 Pixologic :: Luma Pictures Interview http://www.pixologic.com/zbrush/community/interviews/luma-pictures/interview.php CGSociety - Underworld:Evolution http://features.cgsociety.org/story_custom.php?story_id=3452 Luma Pictures Hits New Heights with Underworld: Evolution – VFXTalk.com http://www.vfxtalk.com/forum/luma-pictures-hits-new-heights-t4696.html?threadid=4696 CGSociety - CGS Artist Profile - Linda Tso http://features.cgsociety.org/story_custom.php?story_id=3819 CGSociety - Peeking into Paraworld with the Artists of Pendulum: Part 1 http://features.cgsociety.org/story_custom.php?story_id=3381 CGSociety - The Pipeline of Paraworld http://features.cgsociety.org/story_custom.php?story_id=3538 CGSociety - Peeking into Paraworld http://features.cgsociety.org/story_custom.php?story_id=3802 CGSociety - Act3animation http://features.cgsociety.org/story_custom.php?story_id=3720 Pixologic :: ILM Interview http://www.pixologic.com/zbrush/community/interviews/ilm-pirates/interview.php Pixologic :: Luma Pictures Interview http://www.pixologic.com/zbrush/community/interviews/ilm-pirates/interview.php Pixologic :: Digic Interview http://www.pixologic.com/zbrush/community/interviews/digic/interview.php Pixologic :: Weta Digital Interview http://www.pixologic.com/zbrush/community/interviews/weta/interview.php 65 Habib Niazi C3078330 Bibliography More Than Just A Pretty Map Creating Next-Generation Materials for Lair http://worch.com/articles/gdc/!GDC2007_mworch.pdf A Quick Guide to Normal Mapping in 3ds max 7 http://www.msmiami.com/custom/downloads/3Ds7_Mapping.pdf Digital Production Pipelines: Examining Structures And Methods In The Computer Effects Industry http://txspace.tamu.edu/bitstream/1969.1/2406/1/etd-tamu-2005A-VIZA-Bettis.pdf Softimage Face Robot http://www.softimage.com/products/face_robot/pdfs/FR_v15_brochure.pdf Game Production Process http://ludocraft.oulu.fi/elias/dokumentit/game_production_process.pdf Getting Into Character: Building Performances for Next-Generation Productions www.softimage.com/about_us/pdf/getting_into_character.pdf High Quality Normal Maps Compression http://graphics.cs.lth.se/research/papers/normals2006/normals_tc.pdf Normal Mapping for Precomputed Radiance Transfer http://www.ppsloan.org/publications/NMPRT.pdf Real-time rendering of normal maps with discontinuities http://www.cs.nyu.edu/~parilov/pubs/trep/report.pdf Real-Time Reflection Mapping with Parallax http://groups.csail.mit.edu/graphics/pubs/i3d05_realtime_reflection.pdf Real-time, Photo-realistic, Physically Based Rendering of Fine Scale Human Skin Structure ftp://ftp.cc.gatech.edu/pub/gvu/tr/2001/01-11.pdf Real-time Rendering of Fur http://www.gamasutra.com/education/theses/20051028/sheppard.pdf Mixed Reality and Experiential Movie Trailers: Combining Emotions and Immersion to Innovate Entertainment Marketing http://www.cs.ucf.edu/~ceh/Publications/Papers/Content/SIMCHI05StapletonHughes.pdf Taming the Complexity of Digital Productions http://temerity.us/products/pipeline/docs/TamingComplexity.pdf The Real Time Art Production Pipeline: An Examination Of Modeling For Surfacing As Used By Professionals From Electronic Arts Tiburon http://accad.osu.edu/~jharmon/thesis%20work/thesis.pdf Digital Clones and Virtual Celebrities Facial Tracking, Gesture Recognition and Animation for the Movie Industry http://www.quantumworks.com/papers/ICCV99.pdf 66 Habib Niazi C3078330 Exploring A Byzantine Crypt Through A High-Resolution Texture Mapped 3D Model: Combining Range Data And Photogrammetry http://siba3.unile.it/ctle/3ddb/ISPRS2002/ISPRS2002_paper.pdf 3D / Artist / Game websites Pixologic Makers of ZBrush ~ http://www.pixologic.com/zbrush/home/home.php Mudbox ~ http://www.mudbox3d.com/ ConceptArt.org ~ www.conceptart.org DeviantArt.com ~ www.deviantart.com CGSociety ~ www.cgtalk.com Digic Pictures ~ http://www.digicpictures.com/ Industrial Light & Magic – The Show: Pirates of the Caribbean 2 ~ http://features.cgsociety.org/story_custom.php?story_id=3889 Tippett Studios ~ http://www.tippett.com/ Massive Black, Inc. ~ http://massiveblack.com/mbNew/frontpage.html Hellgate London ~ http://massiveblack.com/mbNew/html/hellgate.shtml Death Fall ~ http://www.deathfall.com/contest.php War Productions Miguel Ortega Creature FX ~ http://www.warproductions.com/ Gametrailers.com ~ http://www.gametrailers.com/ Feng Zhu Design ~ http://www.fengzhudesign.com/ Caroline Delen ~ http://www.carolinedelen.com/ Xcloud ~ http://www.xcloud.net/ Kolby Jukes ~ http://www.kolbyjukes.com/ Ben Mathis - Freelance Artist ~ http://www.poopinmymouth.com/ Vitality Naymushin Portfolio ~ http://www.t3h-v.com/folio/corum.html Ghostscape 3.0 - The Portfolio of Michael Patrick Clark, Game Artist ~ http://www.ghostscape.com/ CGPortfolio - Skan Srisuwan ~ http://fiduciose.cgsociety.org/gallery/234866/ CGPortfolio - Sze Jones ~ http://szejones.cgsociety.org/gallery/ CGportfolio - Jinwoo Lee ~ http://jjcoolio.cgsociety.org/gallery/356208/ CGPortfolio – Steven Hagg-Stahlberg ~ http://stahlberg.cgsociety.org/gallery/ 67 Habib Niazi C3078330 CGPortfolio - Alvaro Buendia ~ http://buendiacg.cgsociety.org/gallery/ Steven Chen ~ http://www.stevenchen3d.com/ Pedro Toledo - Custom Portfolio ~ http://www.pedrotoledo.com.br/portfolio/home.htm Jw Illust ~ http://www.jwillust.com/ Doug Chiang Studio ~ http://www.dchiang.com/dchiang_flash.html Linda Bergkvist ~ http://www.furiae.com/ BROM ~ http://www.bromart.com/ Natascha Roeoesli ~ http://www.tascha.ch/ Tychoi ~ http://www.tychoi.com/ Hiko Online Portfolio ~ http://hiko.3dvf.net/www/engine.php3 Area 56 ~ http://www.area-56.de/ Soa Lee's Soanala ~ http://www.soanala.com/ Puddnhead ~ http://www.puddnhead.com/ 68
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