This is a traffic cone asset that I have created for ‘the street’ project.
Diffuse Maps (Colour Maps) – They are used to add colour or texture to the surface of a model.
Specular Maps (Gloss Maps) – They are used to make areas of a model shiny, used when modelling metals, ceramics and general shiny objects.
Normal Maps (Bump Maps – Used to give textures a more realistic look by adding bumps to them making them not look perfectly flat.
Reflection Maps – Used to make parts of a texture reflective.
Alpha Maps (Transparency Maps) – They indicate which parts of the texture should not be included, used for objects like nets and fences.
UV Mapping – The process of putting 2D textures onto 3D models. UV stands for the axis because XYZ are already used.
XYZ – The axis used in 3DS Max, X and Y being the 2D axis and Z adding the 3D depth.
Vertex – The corners/points of objects, for example a box have 8 vertices.
Polygon – A polygon or poly is what models are made up of in 3DS Max, it is a face and most commonly has 4 vertices. An example is that one side of a bow will be 1 polygon, the box has a whole will have 6 polygons.
Ambient Light – Is a fixed light source that affects all the objects in the scene equally. Used to provide scenes with basic light.
Ambient Occlusion – Tries to replicate how light would reflect off objects in real life.
Anti-Aliasing – Is used to smooth pixels and make rendered objects look less pixelated.
Axis – What you move models on.
Bitmap – Is a file type used to texture models, bitmaps are also contained in other file types like JPEG for example.
Boolean – Is a function used to cut shapes out of models.
Parent – When models are linked the parent is the one they will follow.
Child – The child follows the parent model.
Co-Ordinates – Shows where your object is on the scene, object can be moved and rotated using co-ordinates.
DOF (Depth of Field) – This is used to bring focus to a certain object and blurring the rest.
Extrusion – A tool which extends a face of an model, creating more polygons in the process.
Geometry – The shapes themselves.
HDRI (High-dynamic-range imaging) – The main feature is that the value of each pixel is proportional with the quantity of light on each pixel. Basically instead of just storing colours on the screen like normal bitmaps do, the HDRI format stores the quantity of light per pixel. Meaning we can have more then 256 levels of luminosity. Source
Inverse Kinematics (IK) – Is a method of animating that reverses the direction of the chain manipulation. Rather than work from the root of the tree, it works from the leaves. Source
Material – Can be multiple textures together to add to a model.
Mesh – Wire-frame of a model, like a net and helps in the texturing process.
Orthographic – A camera or view that is two-dimensional, looking straight on at the model.
Perspective – A view that shows everything in real life perspective.
Quads – 4 sided polygons.
Tris – 3 sided polygons.
Tiling – The process of making textures look seamless.
Paul told us some technical constraints to take into consideration for ‘the street’ project, like the following:
- Have to use FBX file format to put 3DS Max models into UDK.
- Textures have to be TGA (TARGA) file format NOT Jpeg.
- No more then 1024 by 1024 for pixels.
- Objects will have different sized textures depending on close the player can get to them, something very far away doesn’t need a high resolution texture because no one will see it properly
Also watching Matt mess around in UDK I found out that it uses different scales and that when you import models from 3DS Max they might be smaller then they should be. So that is something to take into consideration.
We was set a challenge to either model a Nintendo 64 in 64 polys, a chair in 128 polys, and a full PC in 256 polys. I decided to go with the Nintendo 64 and was initially struggling to get started with it so Matt helped me with the model. I did the unwrap and the texturing myself and i think it went relativity well for my first attempt at doing this for a complex object. In the end i did it in 57 polys and this is it rendered:
Some of the textures don’t look great because i had to do a lot of clone stamping in Photoshop to get them right but overall i’m pretty pleased for my first attempt. If you saw this in a game i don’t think it would be too out of place really and wouldn’t get much attention drawn to it for being bad. One thing i would change in the future would be to try and get better reference images with less light reflection.
We was set a challenge by Paul to model an random object in 3DS Max for technical production skills, we got our object by picking a card and then all the objects where on the table with a corresponding suit and number and the matching would be your object. I got a cup with 3 pairs of scissors, 2 pens and a toothbrush, i was relatively pleased with my items because some of the others seemed much more difficult. I started by taking lots of reference pictures, a few seen below:
I then started modelling them, beginning with the cup which was relatively easy once i got into it. The hardest bit was the handle which i created by extruding from one point of the cup and then manipulating the vertexes and continuing to extrude it all the way round like a loop to another point on the cup and then attached it by the edges. I then went on to model both the pens and 1 pair of scissors. I thought the toothbrush i did was good but it had like 18,000 polys which isn’t good at all, this is because i did each bristle individual. If i have to model a toothbrush again i will use plane’s and then just texture them to make them look like bristles. This is my model:
As you can see from the renders i haven’t finished 2 pairs of scissors and not textured any of the items, I’ve uploaded it now because i am leaving it for time being because of other projects. I may come back to it at a later date if i have anytime.
Right at the beginning of the semester we was shown how to create a dice in 3ds max, I blogged my dice here. In the post i explain that the problem with the dice was that it had over 5000 polys which is way to much to incorporate into a game. In an actual game it should only be 6 polys, for the 6 sides of the box. We later got shown how to do this by projection mapping and this is how it turned out:
You can see that the detail isn’t as good as the original but with so many less polys it looks good, and you wouldn’t really notice it in a game.