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FPS Game Character & Weapon Modeling Techniques
1.
2.
Content Development for
TI FPS Game Character Modeling Weapon Modeling Level Modeling
3.
Hong Kong SDU
4.
6,000 – 10,000 polygons Body,
feet, head, arms are modeled seperately
5.
Use photographic reference
whenever possible.
6.
7.
8.
Facial modeling using
splines
9.
Spline → Mesh
10.
Wrinkles and details are
added using Mudbox
11.
Create a lo-res mesh
from the hi-res mesh.
12.
MRM causes nasty
artifacts
13.
Fix edges so
mesh looks smoother
14.
Create UVMapping co-ordinates
for the lo-res mesh
15.
Use projection mapping
to create a Normal Map
16.
Use original photo
to create small details
17.
18.
Combine the two Normal
maps
19.
20.
Weapon Modeling
21.
Use more polygons
in area closest to player viewpoint
22.
Maximize UVWMap so
important areas have more UVW Space
23.
24.
25.
Texture map creation
26.
Setup lights to
render ambient shadows
27.
Ambient Occlusion Render
28.
29.
30.
Level Creation (Tree
Models)
31.
32.
33.
34.
35.
Onyx Tree (procedural
tree modeler)
36.
Select a few
branches and export to 3dsmax
37.
Break the branch
into smaller branches and render them to a texture.
38.
39.
The lo-poly branches
look great from the side but a bit flat from other angles.
40.
The mini-branches are
placed onto the tree trunk.
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