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GZ81 NAGANATA Project Overview

GZ81 Naganata

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Page 1: GZ81 Naganata

GZ81 NAGANATAProject Overview

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Project Overview

First design to final ingame model Focus on

DesignModelingTextures/materials

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Design Idea/Concept

Lego!

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MOC by “DasNewten”

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Design Idea/Concept

Lego shapes are not realisticToo blockyStudsConnections are simpleSurface flow

Needs slight redesign“3D-ify”

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Lego Overpaint

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Design Idea/Concept

Reference!Fictional design requires ref for realism!

“Shape reference”Specific design languageSmooth, flowing panelsTechy, greebled detailsContrasting colors and graphicsFictional design reference!

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District 9

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District 9

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District 9

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Greg Broadmore

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Homeworld

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Homeworld

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Homeworld

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Mass Effect 2

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Mass Effect 2

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Normandy SR2

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Design Idea/Concept

Graphic Design referencePaintjob needs to be special!WipeOut / Designers RepublicLeri Greer (District 9)Bold shapes & ColorsPop Culture Influence

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WipeOut Paintjobs

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WipeOut Paintjobs

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WipeOut Paintjobs

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Designers Republic

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WipeOut Teams

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Leri Greer

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Logo Catalog

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Design Idea/Concept

Material/detail referenceFor exact surface propertiesSmall details to add interestTechnical accuracyReal world ref only!

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Airplane decals

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YF22 weapon bays

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Jet Fighters

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Design/Concept

Result of reference useStrong complete productClear, unique look“Sponsored Fighter” graphics

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Modeling

Specs outlineHigh polycount (20-30.000)No baked normalmaps2-3 texturesets max

Agile creationNo bottlenecks/slowdownsHas to stay fun!

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Blockout

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Blockout

Blockout is a crucial step

Like a “3D –sketch”: Look for proportions See if shapes work together General lines need to fit

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Refine

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Refine

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Finish

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Final details

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Mesh Wires & Flow

Focus on optimal shadingWithout baked normals

“Midpoly” approachForza, Gran Turismo, PGR

Triple edges for chamfers

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Mesh Wires & Flow

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Triple Edges

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Challenges

Weapon detail proved difficult to fill in Solution: analyze shape ref

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Silhouette

Strong silhouette = better designSmall detailsCables, finsMultiple angles

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Silhouette

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Silhouette

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Unwrapping

2 Sheets initiallyBody – 2048 x 2048 pxCanopy – 256 x 512 px

Transparency sortingDrawcalls/memory versus sorting

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UV Sheets

5122048

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Texture Baking

Ambient OcclusionNo diffuse without!

Baking system choice3DS Max: slow, bad qualityXnormal: slow setup & export, fast with GPUFAOGEN: fast setup, fast bake

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FAOGEN Result

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AO result

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Gear hatches

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Shading problem

Hatch underside opens Shading is incorrect even with

smoothing Solution is partial bake of smoothed,

complete part.

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Shading problem

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Baking solution

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Shading fixed

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Normalmap

Details are 2D generatedUsing NDo

Advantages NDo:Dynamic layersEasy tweaking

Disadvantages:Slow!Slower with many layers!

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Normalmap Details

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Normalmap result

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Details in AO

2D normals = no AO baked Solution: Normals to Cavity

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Diffuse Texturing

Ambient Occlusion requiredBaked + overlayed Cavity

Normalmap partially required

Makes diffuse texturing easier!

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Color Blockout

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Aircraft Placards

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Logo’s

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Decals

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Key Steps

Use reference! Accentuate shapes and curves Contrast in colors Break up empty areas

Focus on color before wear and tear!

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Test Paintscheme

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Test Paintscheme

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Photoshop Organization

Organize your PSD files from the start Layer naming Layer grouping Layer Masking

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Layer Groups

Avoid confusion Keep oversight Easy duplication

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Masked Layers

Non destructive Easy selection Easy tweaking

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Wear & Dirt Details

Adding dirt & wear through a few steps

Big overlays Painted highlights Panel variations Smaller details

Placement requires thinking!

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No wear

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General overlays

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Painted Highlights

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Panel Variations Dark

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… And Light

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Small details

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Extra detail on exhaust

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Closeups

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Wear out base colors

Paint chips off and wears off too

Use mask layers for wear Manually paint on edges Scratches, spots Faded wear

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Paint wear closeups

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Brushes?

Nothing special was used: Stamps

“Scratch” brush

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Combined closeups

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Diffuse result

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Diffuse finish

Diffuse texture should work by itself100% self illumination

Strong colors and shapes work well UnSharp Mask afterwards

Once the diffuse is good, move on toSpecularGlossiness(Reflect)

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Specular

Duplicate Diffuse folder Adjust each layer Remove layers Add new layers

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Specular

Go for CONTRAST!Specular maps need to be bold

Always use COLOR !Grayscale is just a waste (DXT1 compress)Color adds interest in highlights

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Specular grayscale

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Specular colors

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Glossiness

Metal benefits from a Glossmap

Gloss controls highlight sharpness Can also control reflection blur

Contrast is important!

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Glossmap result

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Glossmap creation

Glossmap is simply created from the spec

Remove saturation More contrast Add details if necessary

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AO on Spec/Gloss?

VS

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AO on Spec/Gloss?

Ambient Occlusion = amount of light

No light = no spec/reflection

Gloss is not reflection strengthOnly a “blur value”

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Spec/Reflect/Gloss result

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Max Setup ?

Viewport Shader: Xoliulshader 1.7

Realtime result Easy map previewing Lots of control Better than rendering!

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3DS Max only?

Shader is also ported to Maya as v1.5

Maya interface is less optimized

Alternatives: Marmoset ToolbagDownside:external applicationRequires export

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Finishing touches

Canopy textureQuick, easy: small textureParameter tweaks to get glass lookOpacity map!

InteriorSilhouette onlyAO texture only

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Canopy textures

Diffuse Opacity Spec/Reflect

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Canopy result

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Interior result

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Art finished

Art creation aspect is done

Implementation is up next

Art presentation I do at this point

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Custom Logo

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Final Presentation Image

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Environment & Effects

Next Up: space environment & Effects

More complete presentation

Effects & Enviro in UDK

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Effects

Spaceship allows for crazy effects

Lasers Boosters/Thrusters Shields “atmospheric re-entry”

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Booster effect

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Re-Entry effect

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Re-Entry effect

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Environment

Inspired by Halo: Reach

Planet with nebula’s Strong colors Contrast!

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Halo: Reach

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Halo: Reach

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Planet Surface

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Panet Surface

Special shader with layers:

Ground surface Water Clouds

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Planet Surface

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Planet Surface: water

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Planet Surface: clouds

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Atmosphere Layer

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Nebula Layers

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Nebula Textures

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Nebula’s Result

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Nebula’s Result

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SkyboxGenerated using “SpaceScape”

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Skybox result

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Final Images

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Final Images

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Final Images

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Final Images