View Full Version : how would i get this kinda detail. then convert to a game model?
Levitateme 07-25-2003, 02:26 AM I was looking for some pics of high res doom 3 models. i couldnt find anything. then i found these pics on a google seach, i think there of quake 4? i know they are using these to get there normal maps from. i have alot of questions, i hope someone can answer.
1. how would i model something with this much detail. then convert it to a low polygon model. im guessing i would have to do some clean up...like deleted edges, things like that? that isnt really a question, just curious if someone has some good methods.
2. how do you think they go about getting the normal maps off these high res models. the way i do it is , i model low. then i convert to like a high smooth. but for these models i dont know what they would do. would they build the high res model then convert a low res model.
3. if i was to get uvs from my high to my low. is that possible? if i had this model for exp, would i do the uv mapping on the high, then that way they would transfer to the low? with a modelwith this much detail, i cant imagine setting the uvs for that.
4. on alot of this model there are little pieces of geometry, just stuck on there. like the little cylinder shapes on the gun. there're detached geometry everywere. if i was going to get a normal map off this onto my low poly model. how do they get the geometry included in the normal map when its not part of the model?
i hope someone has some ideas behind this, there are alot of silly questions sorry, just i have no idea how to do this. i can make normal maps just fine. but once i saw these images, it was a whole new way of thinking. any ideas would be greatly appreciated. thanks.
http://home.bresnan.net/~planetofsound/WebHelp/Marine02.jpg
http://home.bresnan.net/~planetofsound/WebHelp/Marine07.jpg
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pyromania
07-25-2003, 03:45 AM
Those are from quake 4 allegedly. Activision has been pulling the images whenever they pop-up. So you might want to take that down, or Activison will ask CGtalk too.
Anyway, if you use a high enough resolution for the normal map you could get results close to those. The trick would be having polys in the right places to build up the detail. For the objects that are seperate from the model they with either replace them with low poly cylinders and have seperate normal maps for them. Or just make them stick out of the main mesh then normal map them.
Course no one knows what those models are for. They might be for pre-rendered cinamatics.
Levitateme
07-25-2003, 04:34 AM
so how would i get my normal map on the stuff that isnt attached included with my over all normal map image?
1000101
07-25-2003, 07:42 PM
http://www.drone.org/
you should find some resources there to do what you ask.
Hope that helps
ngrava
07-25-2003, 08:43 PM
Well, I can't actually answer your normal map question because I don't know either. But, I just wanted to mention the detail of this model... To me this is a good example of how much is to much. You know? I'm looking at it and I see that there was an incredible amount of talent pushed into it. That much is obvious. But I'm sort of left with a feeling of confusion as to the function of all that gear. Let alone the weight of it all. They would be easy to pick off on the battle field. They wouldn't be able to move very fast. OK, maybe, in the future they have invented a new supper light weight, supper hard plastic. But even then, your joint mobility would be so hampered by all that bulk.
Is it just me?
-=GB=-
Electrofirma
07-25-2003, 09:19 PM
Is it just me?
No it isn't just you... But it is just a game! :)
Levitateme
07-25-2003, 11:54 PM
true looking at that marine im sure everything on his upper body is like ...300lbs? but it looks neat thats what i am sure they wanted. but anyone have any methods? someone just emailed me saying my HIGH res dont need uvs. if i use like ATI program, it should just project onto the low res. does that make sense?
rob-beddall
07-28-2003, 08:15 AM
hey!!:wavey:
all that talent gone into making that great model, and they still make the simple mistakes. his feet are way too small. they look like girl feet. just thought i would point that one out.
cheers!!:beer:
Electrofirma
07-28-2003, 08:48 AM
I was going to comment on his boots lack of arch support, but figured it was unnecessary. But since the topic has gone to his feet... They need work :)
Still, it's a great model... and still, I got no idea how to capture a normal map from it :D
twidup
07-28-2003, 09:03 AM
my understanding from talkin to several friends is that they model super high res models, then build a low poly version around it, extract the normals and then map them to the low poly version so that it appears to be that high res.
I hope that makes sense...the low poly is a totally new cage, its basically just an outline of the highres one. As for how they get the normal maps, that varies from place to place, but the difference is usually based on the distance from the high res poly normal to the low res poly normal/surface.
-Todd
playmesumch00ns
07-28-2003, 03:06 PM
There's info on normal mapping on nVidia's developer site
Levitateme
07-28-2003, 03:15 PM
thanks twildup, after viewing that monster thread about zbrush beta. i understand how they get the high res model onto the low. thanks.
MasonDoran
07-28-2003, 04:12 PM
proportionally the feet look alright....a foot has the same length as your elbow to base of your palm....
what throws it off is the plating resting above the ankle....it hides the thickness of the ankle, making the foot look stubby....which i think creates a cool contour of the character....
as far as the armor, it appears to be based on the same design of football pads of a wide reciever....and if any of u have worn football gear...u dont notice it all in both weight or movement.
this armor reminds me of the gear they wore in Alien 2....strong resemblance
its a game guys....its just a game...and that means it has to be bigger then life....what happened to your imaginations??
MasonDoran
07-28-2003, 04:15 PM
levit....i saw a plugin for max that does what u want.
It was able to take a hi res character that had seperate parts in the mesh.....and create a single paged normal map for a low res chacterr that was a single object.
U have connections to programmers....they should be able to figure something out for maya.
Levitateme
07-28-2003, 04:23 PM
yah im using ORB right now its very nice.
there are 2 plug-ins that do this high-to-low-with-normals maps ...one is for 3ds max (http://www.mankua.com/kaldera.cfm) and one for Lightwave(http://www.evasion3d.com/mw_gallery.html )
AXE
adam|zeliasz
07-29-2003, 09:34 PM
Softimage XSI v 3.5 has a nice system to apply hi rez detail on a low rez mesh.
http://www.softimage.com/Products/Xsi/v3/NFVT/default.asp
(scroll to the bottom of the page, and watch the "GPU Surface FX" movie at the bottom)
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