« Posts by Terry

[Game] Tombstone WIP 2 – UV Work

Tombstone UV Layout

Tombstone UV Layout (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/11/tombstoneWIP4 NULL.jpg)Since my last update I’ve stopped working in ZBrush and started testing in the UDK. My goal for this update was to have the light maps working with a basic material in place. The first shot on the left shows the low poly tombstone with it’s UV’s layed out. These are also the same UV’s I used for the light map. If you plan your layout you can make sure that you use the same set of UV coordinates for both diffuse and light map.You still have to put the light map UVs in a second channel within Maya, but this can save you a lot of time. Making the UVs for the light map is a very similar process to making proper UVs for a normal map. You want to ensure that you have separated any faces that break out of the continuity of the surface flow. To illustrate this I have colored all of those faces blue. These faces happen to correspond to all the chips and scrapes in the model. These faces all have one thing in common. They are sharply opposing the direction of the faces around them. Faces like these have to be broken off from the model and separated into UV Islands. You’ve probably heard this term before. UV islands prevent normal map errors when baking down from your high res model to your low res mesh in programs like xNormal. A general rule of thumb is that if a face comes close to or is more than a 90 deg. angle from the regular surface flow it should be separated into it’s own island joined by any adjacent faces with the same behavior. The map pictured here is 1024 square. I should note that I left a little bit of padding around each UV group as this helps with normal and light maps.

Tombstone Work In Progress Shot 2 (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/11/tombstoneWIP2b NULL.jpg)In the picture on the right you can tell the light maps are working correctly because the shadows in the second picture are falling over the crosses as they should. If there were errors in the light maps you might get strange blotches or shadows showing up on the wrong faces. Again it’s important that we separated all those sharply angled faces so that we don’t get these errors. It’s also of note that the lower the resolution of your texture, the more padding you need  to give those islands.  If they are too close the shadows will start to bleed from island to island. In the UDK the entire shadow maps are being baked down to very very low resolutions to save memory. If you look at the ground shadows they are set as high as you can go with 1 pixel of screen space being dedicated to 1 pixel in the light map. You can not do this for every asset in your map or you will kill the texture memory of your video card. I only did this as a test for myself to see how far I could push the shadow correctness. Now you might look at those shadows and think they aren’t that sharp, but in a game with a textured ground and movement they are more than enough to sell the realism of the shadow.

Tombstone Rough Material (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/11/tombstoneWIP3 NULL.jpg)Here we have a simple material with a diffuse, specular and normal map along with a 1 Variable Constant set to “10” being plugged into the specular power. To drop a constant down in your work area you can simply press 1, 2, or 3, on the keyboard and left click. Specular Power operates like Eccentricity on a Maya material. The higher you put the number the more “glossy” your highlight becomes. We are dealing with stone here so we’ve entered a low value of 10 as the porous nature of the stone surface would scatter a lot of the diffuse light being cast. The map we’ve used for the specular is actually a darkened version of the cavity map with some noise applied to help sell the diffuse nature of the stone surface. The cavity map works well as a specular base because it stops the cracks and depressions from casting light out into the scene and in turn sells the sunken  nature of those areas. One last thing I wanted to touch on was your low poly mesh’s normals. I found that if I let the UDK set my vertex normals (which is does by default) my faces looked too sharp where the texture seams were running and I generally wasn’t happy with the result. I spent a bit of time setting all the normals in Maya and I wanted to use those instead. Luckily you can do this when importing.

Tombstone Import Normals Protection (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/11/tombstoneWIP5 NULL.jpg)When you choose to import your mesh you can select a couple options that will stop the UDK from wiping out your normal values. Under the General section and Static Mesh sections there are two options; Import Tangents and Explicit Normals. Check both of these off. If you do all of this and your still having trouble with shadows falling improperly over your object you probably haven’t turned your light map settings up high enough in your mesh’s properties. If it’s the “ground” that isn’t showing shadows correctly then the same holds true for whatever surface the shadows fall onto. Remember though that with a static mesh you want a higher number for a crisper result and with BSP geometry it’s a lower number that casts a crisper shadow.

That’s all for now :) I’ll be back with more soon and hopefully have some of the actual scene to show. If anyone has any questions email me or just ask them in the comments section within this post.

[Game] Tombstone WIP – Sculpting

High and Low Poly Tombstone

High and Low Poly Tombstone (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/11/tombstone_wip NULL.jpg)Over the past few years I have really started to feel dependent on Maya as my 3D application of choice. It’s an amazing piece of software, but when it comes to creating game assets ZBrush eventually came impossible to ignore. This is my first attempt and producing a game asset from start to finish in ZBrush. To help me get started I sat down with a friend of mine who is a character artist by trade and spends a lot of his time in Zbrush. After learning about some really important concepts such as Poly Groups and using Zspheres for retopology I was on my way. The low poly on the left clocks in at ~1K polys which is what my target was. The original on the right was about 4 mil, but that doesn’t really matter because we are only using it for baking our texture maps. The next step for me is to UV map the low poly version and then it’s off to xNormal (http://www NULL.xnormal NULL.net/1 NULL.aspx) for transferring the details from the high to the low.

The stub mesh I started with was created in Zbrush using Shadowbox and the black and white texture below. I looked at my concept art and created a Z axis portrait and a X axis portrait of the tombstone for the Shadowbox alpha. I really like this work flow as it’s incredibly fast and can save you a lot of time when it comes to creating your base to sculpt on. The cuts in the rock surface were made with the clip curve brush and then I used the Trim Dynamic brush to flatten out the sharp edges. The rocky noise was made using Surface Noise and then repeating the process after masking off certain portions of the mesh using  the Mask by Cavity function.Alpha Texture for Grave (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/11/grave_D NULL.jpg) One thing I found useful was the ability to save out noise profiles for later use. I have about six tombstone to make so not having to toy with the noise curves for each one will save me a lot of time. The last step was to go in by hand and carve in individual cracks with the Dam Standard brush. This mesh is going to be used in a scene I’m creating for the UDK. I’m really excited to attack this mesh with poly paint after it has UVs as I recently watched a great video (http://www NULL.cgnuggets NULL.com/collections/frontpage/products/september-2011-video-polypainting) on the subject by Jesse Sandifer. More to come soon :)

[R&D] V-Ray WIP

V-Ray Lamp Scene Work In Progress

Yeah that’s right… I’ve decided to finally check out VRay and I have to say that so far it’s been a lot of fun to work with. I haven’t gone through all the settings yet, but I’m trying to get through working on a piece while learning the suite. I’ve decided to render a bedside lamp and glass full of flowers. Most of the work so far has gone into the lamp shade and getting everything proportioned. One thing I will say is that linear workflow (gamma corrected workflow) is a lot easier in  VRay. Gone are the days of needing a gamma adjustment node on every single file texture you import.

V-Ray Lamp Scene Work In Progress (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/10/lampTest3 NULL.jpg)While rendering I noticed that meshes through Maya’s smoothed approximation method (2 or 3 on your keyboard) weren’t showing up smoothed in the actual render. I fixed this by checking the radio box “Render viewport subdivision”  in the VRay global options. You should know that when you check this your render times might spike up. This is because by default VRay subdivides they smoothed preview many more times than you would actually need. You can fix this by going back into the “Render Globals” of VRay’s options and changing the displacement/subdivision group option max subdivision from 256 to down to something around 8. To light this scene I have a “rectangle light” for fill and a “spherical light” placed in the lamp shade. When I’ve progressed some more I’ll post more about the lamp shade material as well as the actual light values. Until then, cheers and good luck with all your renders :)

 

Late Night With Mental Ray

(http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/09/TMNIGHT2 NULL.jpg)I have wanted to try a late night render for some time and I got an excuse to do so recently. A lot of the time went into getting the final gather and global illumination to behave correctly.  There are two area lights outside the windows lighting the scene along with the two point lights; one in each lamp. The lamp’s point lights have their colour temperature controlled by a mib blackbody node set to around. The floor panel is a flat plane using a 2D bump (no normals) to pop out the individual floor planks. Underneath it, a wood texture to support this.

The ottoman in the middle of the room is procedurally textured using the 2D Texture Cloth node to create a fine bump across the surface as well as to define the diffuse colour of the fabric. Some unevenness is applied to the 2D Placement Node of the ottoman’s material to simulate uneven stretching of the fabric. This effect is applied subtly though. A stronger effect is the light shining through the surface of the lamp shade. This was achieved through using Maya’s default translucent property on a simple lambert shader. A yellowish colour was then picked for the diffuse and I turned down the diffuse value of the material to around “0.4”. The area light to the right of the scene is colored with a dim blue light to simulate the way your eyes desaturate colours in low light conditions. A blue tint was also added afterwards to the whole image in Photoshop. To achieve the final gather I wanted I used three point lights that didn’t cast diffuse or specular light. These point lights simply cast photons (around 300k each) to paint the rooms with final gather points. One point light was placed in the middle of each room. Before rendering I made sure to save out both my final gather and global illuminations passes. The cat on the couch was done using Maya’s native fur system. If I were to change anything I think I would paint a custom fur length map for the cat so the hair wasn’t the same length all over.

In Photoshop I applied an ambient occlusion render over the entire image, set it’s opacity to around 30% and changed  it’s layer’s draw type to multiply. I rendered this image out and an EXR and it gave me the ability to really pull the values of the scene in a wide range due to the raw nature of an EXR. To select the individual objects in the scene I rendered out a mask pass to make selecting the individual elements of the scene much easier. The mask pass was made as a separate render layer. I made 5 different Maya surface shaders and labeled them: red, green, blue, black, and white. I then applied these shaders to everything in the scene and made sure that no to objects with the same colour overlapped.

If anyone has any questions feel free to comment below or to contact me about the questions. Have a nice day :)

[R&D] Zbrush to Maya: Tiling Meshes

Tiling Rock Mesh

I’ve wanted to try this tutorial for a while and now that I have I thought I would share it with you guys. Creating seamless textures (http://www NULL.terrymatthes NULL.com/unreal-2/materials/seamless-textures-in-photoshop/http://) is one thing, but tiling mesh surfaces isn’t always as easy as it may seem. Osart has posted a tutorial (http://osart3d NULL.wordpress NULL.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/) on his blog (http://osart3d NULL.wordpress NULL.com/) that walks you through the process with a couple of different paths you can take when it comes to developing your low poly version of the mesh. The process involves using Zbrush to create a tiling displacement map. The only part of the tutorial I got hung up on was the UV section. At one point he asks you to “normalize” a group of UVs. Normalizing the UVs is done by selecting the particular UV shell you want and then going to Edit UVs > Normalize under the Polygon menu tab. This scales the shell you have selected so that it takes up the entire 0-1 texture coordinate space.

The tutorial is full of really really great stuff. You should go RIGHT NOW and check it out. Below is a tiling rock mesh I made using Osart’s Tutorial (http://osart3d NULL.wordpress NULL.com/home-page/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/). To make the normal and ambient occlusion maps I used xNormal. The diffuse map was painted in Photoshop. If you have any questions I would try and get a hold of Osart, or I could help you as well.

The next step I’m going to take is to bring this mesh into the UDK and create a material for it. I’ll append this post with those results over the next few days.

Tiling Rock Mesh (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/04/Rocks_togeather2 NULL.jpg)Weekend Update!

I’ve imported the mesh as an FBX into UDK and softened all the verts. Rocks have a funny specular pattern and it wasn’t something I could create within the UDK so I created a separate specular map. The following material uses a normal, diffuse, and specular map. Instead of explaining the whole map I thought I would just post it along with a shot of the rock mesh titled several times in the UDK.

Rocks Material (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/04/rocks_material NULL.jpg)Rocks UDK (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/04/rocks_UDK NULL.jpg)

ZSketch: The Ear

ZSketch of a human ear

ZSketch of a human ear (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/01/ear1 NULL.jpg)I find the ear pretty tricky to model in a standard program like Maya, but in ZBrush.. wow. It’s so much easier. Being able to just push into a surface makes all the contour changes in the ear less scary. In Maya you’re playing with curves and nurbs, or trying to match up all sorts of curvy edge verticies. I would say that the ear is definitely the most challenging part of the whole body to model. For the base of this sketch I used a standard ZBrush cube, and modeled with symmetry on. Shaping the ear was done with the move brush. I pulled out the outline of the ear first.ZSketch of a human ear (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/01/ear2 NULL.jpg) Next I took the rake brush and built up all the major curves in the ear on the flat surface.

The curves along the ear acted as a guidline for where to change the depth of the ear. They each surround a kind of pocket that is either sunken into the ear or elevated. Now that the general shape was there I just worked it with the rake tool for a few more minutes then cleaned the surface up with the polish and smooth brushes. If I had more time I would have liked to have curved the ear profile. I should mention there is poling on the ears edge because of the ZBrush cube I used. I didn’t make an adaptive skin and because of this I was left with tris on the top and bottom of the cube during the sculpt.

ZSketch: Eye

Eye Sketch in ZBrush

Eye Sketch in ZBrush (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2012/01/eye NULL.jpg)This is the first in a series of weekly posts dedicated to quick sculpts made in Zbrush. I’ll be posting one a week over the next several months. The subject is handed out by my Instructor and the goal of the assignment is to get us as students more proficient at ZBrush. Each “sketch is limited to 2 hours. If it is relevant I will discuss the techniques I’ve used to accomplish certain features of the sculpt.

Explorer Zbrush Progress

Explorer Face

Explorer Face (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2011/12/face NULL.jpg)My last post was of the concept I had painted up for my random attribute character. For those of you who missed it, I was given the task of creating an elderly prehistoric female explorer with a corrupt disposition. I was originally going to make her a fat character, but as I started to flesh things out it just didn’t make sense. If she’s walking around all the time she is probably pretty thin. The anatomy reference I’m using for the sculpt is of a much younger woman, there’s not a huge amount of naked t-posed grandmas on Google images… thank god.

Explorer Feet (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2011/12/feet NULL.jpg)This sculpt was actually started in Maya. I built a base mesh to nail the basic shapes and then just exported as an OBJ file for ZBrush.At this stage in the sculpt I’m trying to work in the basic muscle forms. A lot of her body is going to be covered up by furs and leather so I’m not going to push the detail too far. I just want enough so that when I create her clothes they will rest properly over her body. I’ve barley touched the third sub division here and I’ve only been using the “move” brush. I find that at these lower subdivisions there isn’t really a need to “sculpt” detail in. At this stage is still a process of picking and pulling vertices around. This project is due on the 9th (next Friday), so I’ll be moving along on it quite quickly now. More posts to come on Sunday :)
Explorer Hand (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2011/12/hands NULL.jpg)Explorer Torso (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2011/12/upperFront NULL.jpg)Explorer Back View (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2011/12/back NULL.jpg)

Zbrush Concept

Concept for female corrupt elderly prehistoric explorer

D&D style attribute rolling for character modeling… WTF? Yes that’s right, our latest assignment involved rolling character attributes to create out next sculpt. After our attributes were fleshed out we had to do a portrait of the character. I lucked out with the following stats.

Gender: Female
Age: 41-60
Job: Explorer
Time Period: Prehistoric
Disposition: Corrupt

Well here is the sketch I came up with after a few hours. I did some loose painting in Photshop after scanning my initial sketch in. Over the next couple of weeks I will be posting the upated sculpts of the character. The whole sculpt and paint is due on the 12th of December.
Concept for female corrupt elderly prehistoric explorer (http://www NULL.terrymatthes NULL.com/wp-content/uploads/2011/11/Terry_Explorer_V2 NULL.jpg)