Tuesday, September 28, 2010
Character modeling
Assignment Details:
- Overview:
Starting with a concept, create a textured character model in Max as per the detailed specification and sample model provided. The model created needs to accurately represent the concept and real world references in terms of scale, proportions and shape.
- Technical specification in brief:
The concept created needs to represent a sports character for a 3D game. The model created needs to accurately represent the concept character and real world reference in terms of scale, proportions and shape. The model created needs to follow the sample model in terms of mesh and texture detail and distribution. The triangle budget for the model is 3000 triangles and should use two textures, 512 x 512 and 10248 x 1024 24 or 32 bit textures for the head and body respectively.
Hard surface(car) modeling
Assignment Details:
- Overview:
Create a textured car model in Max as per the detailed specification and sample model provided. The model created needs to be accurate in terms of scale, proportions and shape.
- Technical specification in brief:
The model created needs to be accurate in terms of scale, proportions and shape. The model needs to match line drawings and primary reference images. The model created needs to follow the sample model in terms of mesh and texture detail and distribution. The triangle budget for the model is 4500 triangles excluding the 4 wheels. The entire model excluding wheels should use one 512 x 512 32 bit texture with the master psd created 1024 x 1024. The wheel model needs to follow the sample in terms of its construction and could use the wheel textures provided with the sample.
organic sculpting
Assignment Details:
- Overview:
Create a High detail creature 3D sculpt in ZBrush, texture and generate Normal Maps from zbrush. The model created needs to represent the provided reference accurately.
The polycount for the low resolution Max model is 3000 tris.
- Technical specification in brief:
The base model created needs to be accurate in terms of scale, proportions, shape and has to be well constructed for working in Zbrush. The high detail model needs to be created in ZBrush and the detailing and color texture should accurately represent the provided reference.
Inorganic sculpting
Assignment Details:
- Overview:
Create a High detail 3D model in ZBrush for generation of Normal Maps. The model created needs to represent the provided reference accurately.
- Technical specification in brief:
The base model created needs to be accurate in terms of scale, proportions, shape and has to be well constructed for working in Zbrush. The high detail model needs to be created in ZBrush and the detailing should accurately represent the provided reference.
- Low Res Base Mesh. The base model needs to be accurate representation of the reference in terms of scale, proportions and shape. The base mesh needs to have proper divisions and should be constructed using quads in max. Triangles should be avoided as much as possible.
- High Res Sculpt Model. Importing the base in proper format. All the visible details and features need to be sculpted.
- Final submission. The final submission consists of the low res model with normal maps in Max and the high res ZBrush model.
Creating Game Environment Structures
Assignment Details:
Developing a Game environment concept and thereafter modeling and texturing the same for an FPS game.
The theme for this assignment is flee market shops from the game ‘Assassins Creed’
Based on the above theme, each student needs to creatively conceptualize a shop or similar environment model including any props associated that would fit this world. Further to which the student needs to create the model and texture it as per the detailed specification provided later in this document.
Additional to individual work, this task calls for team work to ensure that all models created look homogeneous.
However the submissions would be assessed based on individual models only.
- Technical specification:
Only the exterior of the environment model is to be created. This environment model is targeted to fit in the ‘First person shooter’ game. Please note, the player can get close to this model, however will not be able to enter.
· This game engine expects environment models to fit in 10(L) x 10(B) x 10(H) ft blocks.
· The environment model created can use one or two such blocks.
· Here below is a reference of expected quality benchmark
· The model can be viewed from all four sides, though the front is most important. Listing in order of priority for detail and pixel ratio it would be front, sides, back, roof. Please note the bottom surface will not be seen.
· Triangle budget for the entire scene is 2000
· Texture: 1 No x 2048 x 2048 pixels (24 or 32 bit)
· Pixel ratio – 5 ft X 5 ft square on the ground floor should use 512 x 512 pixels
· Texture format: ‘.Tga’ (corresponding ‘PSD’ with all the layers)
· Final model needs to be one single object in MAX.
· The model should use One multi sub object material
Foliage creation
Creating foliage & shades
Learning usage of shaders in games and in Max. Different types of textures like colour, opacity, bump, specular and normal maps.
Assignment: Students develop a concept sketch of a potted plant and thereafter model and texture the plant using colour, specular and normal maps.
Assignment Details:
- Overview: Learning usage of shaders in games and in Max. using different types of textures like colour, opacity, bump, specular and normal maps.
- Technical specification:
The scene needs to contain a well weathered pot with a plant. (Please see samples in the reference folder)
· Triangle count of the entire potted plan needs to be less than 1500 triangles.
· Mesh model needs to use 3 textures – Diffuse, Specular and Normal
· Image size of the textures not to exceed 1024 x 1024 pixels (24 and 32 bit textures)
· Texture format: ‘.dds’ (corresponding ‘PSD’ with all the layers)
Assignment Details:
- Overview:
Faculty shares a collection of prop photographs and each students chooses one primary picture of the prop that they would create in this assignment. They are expected to collect further references and create a concept page which would act as the master reference for the prop being created. This would be approved by the faculty. Thereafter students need to model, map and texture the prop to the given spec. The final submission needs to be Quality Checked by the students against the technical specification before submitting.
- Technical specification:
· Triangle budget for the entire scene is 750
· Texture: 1 No x 1024 x 1024 pixels (24 or 32 bit)
· Texture format: ‘.Tga’ (corresponding ‘PSD’ with all the layers)
Creating tilable textures
Overview and assignment details:
A simple 3D model with basic mapping is given to each student. The scene chosen for this assignment is ‘Row houses from New York’
· Using a screenshot of the scene, each student sketches out the idea with details of what the model would look like after texturing.
· Arrange the mapped UV’s in a single page for the clubbed map.
· Texture the entire scene as per specification. The final model needs to look realistic without any stylization.
Game Prop
Overview:
To create custom texture for the already UV mapped ‘Crate which is supplied in the reference folder. Each student is expected to texture the model and its elements using base reference photos from the texture library. The newly created texture need to be created as per the guideline which is game specific.
Student is expected to think analytically and define the level of damage through a sketch with explanation on paper, and thereafter use the reference to create the textures.
Assignment Details:
1. Each student can choose to texture the given model to look like a ‘Wooden’ or a ‘Metal’ crate.
2. History of the Crate: Used extensively for 2 years or more and has scratches and is worn in some areas. An example model has been provided.
Saturday, September 25, 2010
Creating Simple game props.
The objective of this assignment was to understand the basics of mapping and texturing. I was provided with a pre-mapped model and assigned the task of giving identity to it. ie: giving history and nature to the box. I was given the option to choose the type of concept i wanted to create for the given box model. I chose to do a standard cardboard parcel box as the concept and prepared a detailed sketch of my idea. After that, i started the texturing in Photoshop.
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