3D character MODELLING - First King Project

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
JP
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Post by JP »

Jesus man! That's even angrier looking than before! Excellent work!
Image Image Image
lostanimator
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updated anubis mesh

Post by lostanimator »

There you have a couple of pics of the hires and lowres meshes.

A quick explanation of the process with 3d max 2008 and Photoshop CS3 (any editor would do, though)

After getting the low resolution mesh unwrapped, you need to get a clone for the hi resolution one, which you can meshsmooth or tessellate at wish, as well as using the "edit poly" modifier to do some vertex painting/push/pull/relax, which seems to be similar to Zbrush.
I have to say that performance with a 4Gb RAM machine and a Gforce 6600 was too slow to use it properly.

In this case I added a "displace" modifier to the tesselated cloned mesh to get details, by using a channel that actually deforms the shape by applying a greyscale map (a version of the color map).

The normal mapping procedure consists in picking up the LP mesh, and when you try to do the "render to texture" (how it is called in max), in the parameters settings, it lets you specify a reference to the HP mesh, which then shows a sort of lattice (like in XSI for deforming shapes), and you can control the projecting distance for every point, and tweak it.

Using the provided unwrap UV coordinates (from the LP model), the baking result gives good enough maps to fix a little in photoshop after, just some blurring and edge stamp painting.

It looks tough, bites ass bad doggy...

The teeth have their coordinates and texture, but no normal mapping.

Check the views

Hi res:
http://www.caurium.com/irr/anubis_HP.jpg

Low res with normal mapping:
http://www.caurium.com/irr/anubis_NM.jpg

Viewed in Christian's mesh loader:
http://www.caurium.com/irr/anubis_b3d.jpg
fmx

Post by fmx »

Great progress David, its looking really nice
and thanks for the explanation of your workflow! :D

the Normal-Mapped version still feels a tad "flat" (in your rendered version)
maybe you could try upping the scale a bit? (in the renderer, or the values in the map itself)

Really great stuff, keep going!
Halifax
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Post by Halifax »

I agree, that is great progress lostanimator! I can't wait 'til Blender gets support for tangent normal mapping.

And in christianclavet's editor, is there normal mapping on that model? It appears like it, but I didn't think that Irrlicht supported tanget space normal mapping.
TheQuestion = 2B || !2B
dlangdev
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Post by dlangdev »

That is good info.
I have to say that performance with a 4Gb RAM machine and a Gforce 6600 was too slow to use it properly.
Image
Virion
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Post by Virion »

*thumbs up*
sio2
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Post by sio2 »

That Anubis guy could do with some Fur:
Image

It would need an artist to make a "fur map" texture to denote levels of fur. This can then be read in the fur shader and control the level of fur over the body. My kitty has the same length fur over all his body - even his eyes!

The furmap could be made using the diffuse map as a template. Perhaps a single-channel L8 texture where 1 is full length hair and 0 is no hair. The MaterialTypeParam could then be used to scale the fur length in realtime.
lostanimator
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updated anubis soldier

Post by lostanimator »

Following FMX advice, I've doubled the amout of bump/normal.

The robes are taken from a copy of the main mesh, and a cool modifier called shell, that extrudes polygon in their normal's direction. NO tweaking or texturing done yet for that, but I've kept another copy for the armour, which is perfect for this technique.

New sample:

http://www.caurium.com/irr/anubis_plain.avi

Added later with textured robe:

http://www.caurium.com/irr/anubis_robe.avi
vermeer
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Post by vermeer »

@sio2

Wow.
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christianclavet
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Post by christianclavet »

Sio2, About the fur, we're planning to have 20 (less or more) of theses warrior inside the level at the same time, and the level will be a Sumerian City. With some buildings, temples and a Ziggurat.

If each of them will have that FUR, we have particles running around, AI engine, the level (I'll try to do something not to render all (some cheap occlusion culling with the ZFAR)), have shaders for characters and some buildings (details of time damage with normal maps), and try to put some shadowing there. Can we still achieve near 60 FPS on a GeForce 6600?

In the long term, I will surely put some "flags" to enable/disable some features so it can be run on a low requirement PC.
lostanimator
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model update with kopesh sword

Post by lostanimator »

Model update with kopesh sword (simple texture)

http://www.caurium.com/irr/anubis_robe2.avi
christianclavet
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Post by christianclavet »

Wow, It's really nice. I like the sword.

Can you still check on the legs? I think we could emphatize more on the "dog leg" aspect of them.

You worked hard on this David! Good work!
lostanimator
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retouching

Post by lostanimator »

Hi again.

There's some more work now on the legs, as I hadn't painted the color map apart from the base color, I'll update a copy with nails. The position of the legs is too straight for rigging purposes, but the feeling of the doggy gesture will come from the actual rig, when you see how it bends.

The kopesh sword is 1,5 meters, but I could make it larger, although it looks like a short blade compared with the figure's height...

more later
vermeer
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Post by vermeer »

probably to much marked the contours of muscles...or is to deep in volume, or is in the texture...I have the monitor to dark to guess...lol...

if it's volume, can also happen is more like elevated chunks, and then more flat than it should at the top...more rounded muscles, in progressive roundness is more real...(heck, I explain myself terribly... )

also, pectorals are strecthed, but once it puts arms down, it may look strange when walking as will keep stretched, unless you plan on a complex rigging simulating muscle stretching, in which case, will be interesting ;)

In graphics this project has an advantage to many irrlicht projects (no offense here to some other projects ! ;) )

If I am just being some sort of scratched disk with some many picky stupid details, just shout it to me by PM, you know that works... :lol:

I could say also about the normal mapped, well, zb hi res version, but my Spiderman special intuition tells me to shut up...right...now.... :D
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christianclavet
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Post by christianclavet »

Hi, The ZBrush was a practice for me and a way to stimulate ideas around the character. Im still not sure how exactly use it apart from modeling now (Painting, Map baking, etc.).

vermeer, if your remarks are constructive and help us build a more realistic and better character, we'll appreciate it. If your comments could help us build a better character, I would not like you to "shut up..."

I have checked the ZBrush character with my teacher and he already told me that the legs could need to be made bigger in some area (he think some areas are too thin) also he think also that some part of the jaw are undefined and too thin. David and you seem to know a lot more than me about human anatomy and rigging, so I have trust in your opinion.

I feel that David has done an superb job. I Could use his work directly in the engine and still look excellent. I just started today my training at the Ubisoft Campus and will try to gain more Zbrush experience. If I can get more understanding of this application to the point of creating the Normal/Specular/Diffuse maps. I could probably use it, I will have to check and compare both versions.

The version of the character I'm thinking of is about the same as David's sketches. The character have fur, but not all over the body, the chest, arms are on bare skin; he has fur on the head, neck, a little on shoulders (gradient). Fur all over the feets and gradualy fade on the legs.

Due to time constraint, I prefer to try to "paint" the fur (ZBrush could surely imitate it very good, if the Normal/Specular map are worked at the same time as the diffuse map) I'll have to check with my teacher about this. He already recommended me a good anatomy book for artist.. :) So I think he will surely help me go beyond the basics... :)

Could be nice to try to use the SIO2 shader to create fur, but I have too much uncertainties about using it. (rendering power needed, final look). I would surely do a OCCLUSION SHADOWING pass on the character in Gile[s] 2.0 (The new version support this)

For the base mesh, rigging and animation. David's work, will stay the same. And those without shader support will see the low mesh with only the diffuse map.

I would like to integrate some animated characters with IRRai in the First King engine in a test level for June/July. I will still have to work on the tools (animation tools, normal/specular maps integration) before this can happen.
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