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Click to edit Master subtitle style Project Overview

GZ81 Naganata

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Project Overview

First design to final ingame model on


Design Modeling Textures/materials

Focus

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Design Idea/Concept
Lego!

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MOC by DasNewten

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Design Idea/Concept
Lego

shapes are not realistic

Too blocky Studs Connections are simple Surface flow

Needs

slight redesign

3D-ify

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Lego Overpaint

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Design Idea/Concept
Reference!
Fictional design requires ref for realism!

Shape

reference

Specific design language Smooth, flowing panels Techy, greebled details Contrasting colors and graphics Fictional design reference!
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District 9

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District 9

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District 9

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Greg Broadmore

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Homeworld

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Homeworld

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Homeworld

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Mass Effect 2

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Mass Effect 2

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Normandy SR2

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Design Idea/Concept
Graphic

Design reference

Paintjob needs to be special! WipeOut / Designers Republic Leri Greer (District 9) Bold shapes & Colors Pop Culture Influence

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WipeOut Paintjobs

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WipeOut Paintjobs

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WipeOut Paintjobs

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Designers Republic

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WipeOut Teams

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Leri Greer

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Logo Catalog

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Design Idea/Concept
Material/detail

reference

For exact surface properties Small details to add interest Technical accuracy Real world ref only!

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Airplane decals

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YF22 weapon bays

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Jet Fighters

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Design/Concept
Result

of reference use

Strong complete product Clear, unique look Sponsored Fighter graphics

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Modeling
Specs

outline

High polycount (20-30.000) No baked normalmaps 2-3 texturesets max

Agile

creation

No bottlenecks/slowdowns Has to stay fun!


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Blockout

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Blockout
Blockout is a crucial step Like a 3D sketch:
Look See

for proportions lines need to fit

if shapes work together

General

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Refine

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Refine

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Finish

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Final details

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Mesh Wires & Flow


Focus

on optimal shading approach

Without baked normals

Midpoly Triple

Forza, Gran Turismo, PGR

edges for chamfers

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Mesh Wires & Flow

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Triple Edges

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Challenges
Weapon Solution:

detail proved difficult to fill in analyze shape ref

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Silhouette
Strong

silhouette = better design

Small details Cables, fins Multiple angles

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Silhouette

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Silhouette

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Unwrapping
2

Sheets initially

Body 2048 x 2048 px Canopy 256 x 512 px

Transparency

sorting

Drawcalls/memory versus sorting

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UV Sheets

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204

51

Texture Baking
Ambient Baking

Occlusion

No diffuse without!

system choice

3DS Max: slow, bad quality Xnormal: slow setup & export, fast with GPU FAOGEN: fast setup, fast bake

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FAOGEN Result

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AO result

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Gear hatches

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Shading problem
Hatch

underside opens

Shading Solution

is incorrect even with smoothing is partial bake of smoothed, complete part.

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Shading problem

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Baking solution

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Shading fixed

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Normalmap
Details

are 2D generated NDo:

Using NDo

Advantages

Dynamic layers Easy tweaking

Disadvantages:
Slow! Slower with many layers!
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Normalmap Details

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Normalmap result

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Details in AO
2D

normals = no AO baked Normals to Cavity

Solution:

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Diffuse Texturing
Ambient

Occlusion required partially required

Baked + overlayed Cavity

Normalmap

Makes diffuse texturing easier!

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Color Blockout

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Aircraft Placards

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Logos

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Decals

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Key Steps
Use

reference! shapes and curves in colors

Accentuate Contrast Break

up empty areas on color before wear and tear!

Focus

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Test Paintscheme

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Test Paintscheme

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Photoshop Organization
Organize your PSD files from the start
Layer Layer Layer

naming grouping Masking

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Layer Groups
Avoid

confusion Keep oversight Easy duplication

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Masked Layers
Non

destructive Easy selection Easy tweaking

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Wear & Dirt Details


Adding dirt & wear through a few steps
Big

overlays highlights details variations

Painted Panel

Smaller

Placement requires thinking!


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No wear

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General overlays

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Painted Highlights

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Panel Variations Dark

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And Light

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Small details

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Extra detail on exhaust

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Closeups

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Wear out base colors


Paint chips off and wears off too
Use

mask layers for wear paint on edges spots

Manually

Scratches, Faded

wear

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Paint wear closeups

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Brushes?
Nothing special was used:
Stamps

Scratch

brush

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Combined closeups

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Diffuse result

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Diffuse finish
Diffuse Strong

texture should work by itself colors and shapes work well Mask afterwards

100% self illumination

UnSharp

Once the diffuse is good, move on to


Specular Glossiness (Reflect) 4/28/12

Specular
Duplicate Adjust

Diffuse folder

each layer layers

Remove Add

new layers

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Specular
Go

for CONTRAST! use COLOR !

Specular maps need to be bold

Always

Grayscale is just a waste (DXT1 compress) Color adds interest in highlights

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Specular grayscale

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Specular colors

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Glossiness
Metal benefits from a Glossmap
Gloss Can

controls highlight sharpness

also control reflection blur is important!

Contrast

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Glossmap result

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Glossmap creation
Glossmap is simply created from the spec
Remove More Add

saturation

contrast

details if necessary

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AO on Spec/Gloss?

V S

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AO on Spec/Gloss?
Ambient

Occlusion = amount of light

No

light = no spec/reflection is not reflection strength

Gloss

Only a blur value

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Spec/Reflect/Gloss result

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Max Setup ?
Viewport Shader: Xoliulshader 1.7
Realtime Easy Lots

result

map previewing than rendering!

of control

Better

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3DS Max only?


Shader is also ported to Maya as v1.5
Maya

interface is less optimized Marmoset Toolbag

Alternatives:

Downside:external application Requires export

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Finishing touches
Canopy

texture

Quick, easy: small texture Parameter tweaks to get glass look Opacity map!

Interior
Silhouette only AO texture only

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Canopy textures

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Diffu

Opaci

Spec/Refl

Canopy result

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Interior result

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Art finished
Art creation aspect is done Implementation is up next Art presentation I do at this point

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Custom Logo

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Final Presentation Image

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Environment & Effects


Next Up: space environment & Effects More complete presentation Effects & Enviro in UDK

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Effects
Spaceship allows for crazy effects
Lasers Boosters/Thrusters Shields atmospheric

re-entry

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Booster effect

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Re-Entry effect

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Re-Entry effect

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Environment
Inspired by Halo: Reach
Planet Strong

with nebulas colors

Contrast!

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Halo: Reach

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Halo: Reach

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Planet Surface

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Panet Surface
Special shader with layers:
Ground Water Clouds

surface

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Planet Surface

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Planet Surface: water

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Planet Surface: clouds

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Atmosphere Layer

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Nebula Layers

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Nebula Textures

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Nebulas Result

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Nebulas Result

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Skybox
Generated using SpaceScape

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Skybox result

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Final Images

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Final Images

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Final Images

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Final Images

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