Wednesday, 18 December 2013

retopologized version of a high resolution mesh

From all of my research I have discovered that there are a lot of different names and methods of doing what I want to do for my final project (Hence the title of this post).

I have also found that there are a lot of different names for the same thing but here is, just to clarify in the simplest terms possible, what I will be doing over the next few months:

Firstly I will be/am experimenting with 3ds Max and Mudbox to find which techniques best suit me and to learn how to use Mudbox correctly as well as learning new techniques within the Mudbox software as well.

Once I have decided on my technique that I wish to model my suit with, I will then start modelling it. I have decided that I am going to model different segments of the suit separately, which will help me greatly with the normal mapping and UVW Unwrapping process as well as giving me options on what part I can work on encase I get stuck on a certain part of the geometry for example, and I can then carry on modelling on other sections.

After this, when my low poly model is complete in Max, I will Unwrap the UVW's of the model ready for Mapping. Then, once the unwrap is complete I will export the model into Mudbox and add further, high quality details to it, damage, scuffs, edges etc.

Then I will move back into Max and Bake the High Poly UV's from Mudbox onto the Low Poly model from 3ds Max using Normal Maps to give the illusion of a higher quality model, thus adhering to industry practises when modelling in game characters and speeding up rendering time.

Lastly, while I am modelling if I encounter a problem or start to have great difficulty with completing the full suit I may decide, as a last resort, to change my model from a full suit to a Bust of the suit if my time frame starts to rapidly deplete. As I say this is a last resort and want to complete the full suit as it will be a very challenging and rewarding model for me to complete.





Normal Mapping

As I have been looking through my research I have found that I have forgotten a few techniques which will be useful, if not a necessity, for my dissertation project to be completed.

The main technique that I need to brush my skills up on is Normal Mapping/Projection Mapping.

This is just a short and sweet post to show my memory recap research that I have found to jog my memory on how to do Normal Mapping/Projection Mapping.

The first place I looked for help was YouTube as there are hundreds of different help guides and tutorials on there to help me re learn what I need. Below are two very helpful short videos which helped me rekindle my knowledge of the very basics of Normal Mapping/Projection Mapping and Baking.

http://www.youtube.com/watch?v=ybiHIUWPZnc - (3ds Max) Normal Map Baking Tutorial, Akiraa20

http://www.youtube.com/watch?v=A6CtYSw63aE - Simple normal mapping tutorial in 3Ds Max, Dries

Once I watched these videos and a few others I then moved on to '3ds Max 2008' by Kelly L. Murdock. This book and others has been a key reference and font of knowledge when I come across modelling difficulties. Within this book there is a whole chapter devoted to Normal Mapping and Baking High Poly models onto Low Poly Models. Encase you do not know what Normal Mapping and Baking is below is an extract that explains this technique or 'efficiency trick' as they put it.

"Normal maps calculate the lighting results used to light small details that stick out from the surface of an object. These details are then recreated using a normal map that is applied back onto a simplified version of the object. The normal map allows these details to be simulated without the extra polygons used to create them. By allowing simple base objects to have details such as bolts and rivets without the extra polygons, the objects can be redrawn quickly without losing visual quality."

There is a lot of information within this book that explains in great detail on how to complete a Normal Map from start to finish, which I have found very helpful. 

Thanks to the sources above I believe that I have started to rekindle my knowledge and more of Normal Mapping and Baking.