Android Platform - FPS Project


#31

Hi tek5828:

Thanks a lot man…

You are correct, I guess that’s where the trade off comes into play - when deciding whether to add or subtract graphic fidelity from the first person view point.

An example these screens of both models in FP - you can already see the difference in res close up so a bit more tweaking:


also another consideration is the processing parameters within a mobile architecture - tight dynamic object poly budgets will be key for smooth framerates.

Cheers :wink:


#32

Hi guys:

Started the first steps in applying textures to this model - due to its complexity and my inexperience -

I’ll tackle this section of game asset creation in bite size chunks.

From my own learning’s UV mapping can easily develope into a crazy intense journey of trial and error to achieve the artist’s vision for his or hers project - with that said I’ll document my efforts in each stage of the process “warts n all” from problems that may occur to possible solutions to resolve a given issue.

1 - UV Mapping The M4 Colt Carbine Assault Rifle:

I opted for a planar approach with seams, since the mesh is mostly geometrical in design - I placed the medium poly model in a separate layer and unjoined all the separate weapon components, then worked from the front to rear barrel/jacket/receiver/stock etc…

A 1024x1024 UV test grid checker image was applied to highlight mesh distortion, checked Average Island Scale and UV Angle Based unwrap method when each piece was individually unwrapped on completion.

fig 1: Partial Distortion

fig 2: Test Unwrap “Receiver”

I paid particular attention to seam placement on those area’s that will be viewed in first person by the player - rear/top/left side of the gun, however to effect an optimal unwrap additional seams were added due in part I think an over complex topology - possible corrective options I’ll explore, either painting in photo-shop and/or welding uv’s when manually packing the islands

hmmm… I followed where possible the basic tenet of placing seams in less seen area’s- all parts were then rejoined then a test unwrap of the completed rifle.

fig 3: Seam Placement

fig 4: M4 Carbine UV’s Complete

fig 5: UV Map Layout

I’ve yet to pack islands or weld anything - however very happy with the outcome as a first time effort - a heap of work specifically seam placement a real headache plus ridding the mesh of distortion - on a whim I baked a test Normal map as is…

fig 6: Test Normal Map

Wow looks like more of the same truck load of effort to rectify a few issues in the next update: Normal Maps - I’ve also linked a source file.

Cheers :wink:


#33

Hi guys:

I’ve been working over the last few days to correct most of the funky stuff I had happening in the test bake - one thing… my observation about UV’s and the DCC pipeline [previous post] as a “crazy trip into the unknown” in terms of both error checking/issue resolve and such like - sooo… true! I think [extended pause… tentative exhausted laughs]

Anyway’s back on topic:

2 - Normal Mapping the M4 Colt Carbine Assault Rifle

The second stage in applying textures to the model by process of a ray casted 2D projected image/normal’s of the high resolution/geometry 3D model onto the low/medium poly’s surface which will result in a [hopefully] real world CGI “skinned” representation with all the “lumps n bumps” to the viewer.

As mentioned above I error checked and attempted viable solutions, however not all the mistakes were corrected by any means - but for the sake of self imposed timelines and my faltering sanity I invoked the “near enough is good enough” principle lol…

Ocky Docky then: the following lists some corrective options employed and error’s found -

  • a. Sub-Surf modifier was set to render at render time
  • b. Some smoothing groups did not have Shade Smooth applied
  • c. Projected ray mist: yet to resolve - primary region of concern perforated barrel jacket [will modify hi-poly mesh geometry at a later date + some post painting in photoshop]
  • d. Right angled hard edges: yet to resolve - will taper/bevel/ to enable a smooth edge
  • e. Reduced Bake Bias to correct projection errors
  • f. Reset Bake default margin 16 to 2 and checked Selected to Active in bake to enable increased projected detail
  • g. Marked/Cleared/deleted UV seam’s or UV splits
  • h. Baked separate meshes - unchecked Clear option in bake properties to mitigate detail loss in both Normal/AO
  • i. AO bake set Samples to 20 to increase hi-res detail
  • j. Modified both Hi - medium poly objects geometry

These fixes can be seen in fig: 1 - there are still area’s of mesh tension/distortion,geometry mostly so I’ll attempt a fix in post - on the whole my opinion meh… a cleaner pass than the previous test bake.

fig 1: M4 Carbine - Normal “Cleaned”

To validate the projected detail from high to medium poly the GLSL shader was enabled as seen in fig 2, my aim has always been from this test M4 WIP exercise’s inception is that the gun “looks” the real deal in game to the player, to some extent I think this has been achieved.

fig 2: M4 Carbine - Normal GLSL

Next I baked out an Ambient Occlusion map fig 3, to illustrate regions in shadow - really cool, as a self taught portraiture artist/painter I appreciate its “arty painterly” characteristics - awesome!

fig 3: M4 Carbine - AO

The inclusion of the ao and normal in GLSL fig 4 enhances the shading qualities of the M4 I think - a baked colour or Diffuse map plus Full Render were also created for future use.

fig 4: M4 Carbine - Normal/AO GLSL

fig 5: M4 Carbine - Full Render

fig 6: M4 Carbine - AO/Normal/Color/Full Render Maps

The next update will be the detail normal created in photoshop v cs6, this will be the M4’s battle grunge default gun metal or camo I’ve not decided on the final design - the source file has been updated, till next time.

Cheers :wink:


#34

Dude that’s looking fantastic! Is the image I quoted above the lowpoly model? Really looking good sakboi. Can’t wait to see the tank textured!


#35

Hi tek5828:

Thankyou:

The full render screen is the low/medium poly version - 3K, I’m currently working to further optimise the model reference the UV islands ie: pixal/padding space and unwrap method etc.

Also the textures are yet to be applied, however on the whole satisfied with the progress so far.

Cheers :wink:


#36

Hi guys:

quick update:

I’m still working to fix the primary issues highlighted in the pevious post namely island pixal margins and UV seam placement, I’ve opted to modify the high poly mesh into a simpler design because some elements of the rifle are to be quite frank beyond my current ability to obtain an optimal unwrap to be of any use as a game asset.

The following screen displays what the streamlined design hopefully will look like once the high poly mesh together with its low poly textured version are complete [yayyy…] by the next full update.

It is the M4 Carbine CQB [close quarters battle] variant deployed by various military SF units and/or law enforcement agencies - added objects will be: an EOtech Holographic Red Dot military sight plus a generic silencer.

I created this image inside a weapon vendor’s virtual GFX tool that enables its customers to “build” a virtual version of their purchase before delivery - [very handy]

Updated WIP M4 CQB Rifle:

The “stripped” down look also translates into less geometry and bothersome UV splits - to further illustrate what I’m trying to achieve, here’s some original/collaborative game content authored by: @Evan “racer445” Herbert - of who’s work I’m a fan

M4 CQB Base Model made by @Tim Curry
Sight Model made by @Ben Bolton
Silencer, Stock, and Magazine made by @Evan Herbert

Texture Map made by @Evan Herbert

He is a freelance 3D artist working in the games industry for a number of years - specialises in hardsurface asset creation ie: weapons, vehicles etc - the polish and attention to detail he exhibits in his creations is what I aspire to. Hopefully I can obtain a similar result, specifically the layout/packing in his texture maps a huge challenge to say the least: - anyways till next time.

Cheers :wink:


#37

great modelling & very good textures map i like it very much
keep on & good luck


#38

Hi Mr-Evil-studio:
Sorry for the very late reply thanks for the comment, haven’t updated/visited this thread since Jan 24th, had been researching a solution to resolve a texturing issue - reference posts #33, #34, #35, as a result opted to redesign the gun ie: clean the geometry/edgeflow in order to retopologise an optimal game asset, the CQB M4 redesign is currently still incomplete will hopefully complete a textured low poly model in the next couple of weeks if not sooner.

CQB M4 Base:

CQB M4 Wire:

Also I’ve been busy practicing my 2D sketching/drawing skills by working on a character concept art side project - for full details check out my sketchbook thread here.

Cheers :wink:


#39

I don’t really have any critiques, great work :slight_smile: ! Really cool project.


#40

Thanks editablepauly - BTW great work on your bob omb project the attention to detail is amazing don’t know how you can juggle multiple projects and remain lucid/sane astounding as you’ve said “not enough hours in a day” soooo… true.

Cheers :wink:


#41

hmmm nice Wire i like it , your work is very clean
keep on & good luck


#42

Hi Mr-Evil-studio:

Cool thanks man :slight_smile: + [bump], I’ve decided since my previous full update January this year to work concurrently on individual ingame content relative to the primary project ie: environment map, props, M1A1 Abrams tank, playable character, and CQB M4 assault rifle hence the intermittent update frequency thus far.

This approach is due in part to mitigate burnout grind, loss of motivation, somewhat life’s commitments…etc - so a personal preference solution is to switch between the above modelling workflows in order to regain/retain hopefully my motivation for this DLC beta demo, so quick update/s very soon.

Cheers :wink:


#43

Hi All:

After this WIP had gone dark for the better part of a year, I’ve now decided to resurrect it with renewed motivation, which up to this point has been a bit higgledy-piggledy at best. So the aim for the moment is to simplify things a tad, in hindsight I guess the sheer complexity contributed in large part to, at least in my mind, the uncertainty [mainly lack of confidence] as to if or whenever completing this project anytime in the foreseeable future.

With these thoughts upper most in my mind, here’s what I’ve now contrived to do. The following is what I’d attempted in completing over the course, if I’d had entered as initially decided, namely CGT’s - HCR Modeling Challenge #44 “Soldiers through the Ages”. I wanted to model with a character, the vehicle I had driven, whilst serving in the Military ie: the U.S. M113 APC.

So basically my focus here is to complete this 3D “Concept”, for example - model, rig and animate, [without projected texture maps, just GLSL shaders for the time being] then drop into the game engine and script as a playable asset.

…well that’s the plan over the next 2mths anyway…

REFERENCES

[CURRENT STATE] BASE MESH - [openGL preview]

…my hope is as mentioned to add a detailed character, such as the vehicles “Driver/Signaller” as a point of interest if nothing else :), which I’m currently working on to update next time.

Cheers :wink:


#44

Nice renders. Thanks for uploading!


#45

Just bumping to avoid auto thread lock - Ladies & Gents :smiley:

…as alluded on numerous occasions previously or is that deluded? into finishing at some point :shrug:

PS:
Also my sincere apologies to @leoooou for not acknowledging the above reply, which all the same at this very late date, thankyou very much indeed.


#46

awesome work in this thread. Especially love the texture work. Something I’ve been struggling with


#47

Thanks DarkMizu, but really with texture work I struggle as well. Some of the stuff in this thread are other artists work I aspire too, for example Evan Herbert, who’s work as a hardsurface game modeller blows my mind :bowdown:


#48

just subscribing to see what happens next :slight_smile:


#49

Cool :slight_smile:

I do intend on stepping back into this shortly (in around a month) I’ve re-energised myself via another personal project, hence a few idea’s I’m concepting concurrently, will definitely keep everyone posted :smiley:

Cheers.


#50

Just me :slight_smile: reporting in with an update and likely more to share later on.