TF2: Polycount Pack

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Kevin Johnstone's Avatar
Old (#1)
I've been working on this for a wee while for KillingPeople to practise texturing on. I've put in more work then I meant to so to make use of it I'll release the low poly and normal maps etc to anyone who fancies trying to texture it.

I'll try to find time to document some of the steps involved.



Larger Pic at http://www.polycount.com/cottages/ro...upport1big.jpg





Next to do is the low poly then I will process a Normal Map, Diffuse map and Global illumination map.

r.
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shincartoon's Avatar
Old (#2)
wow... it looks incredible. So much different from the usual stuff that you see.... It's FRESH!
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Blaizer's Avatar
Old (#3)
really excellent, and great level of detail.
Alberto Lozano - Freelance Artist
www.whiteblaizer.com

www.exisinteractive.com


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gauss's Avatar
Old (#4)
in the future, even holding up the ceiling is complicated business! [img]/images/graemlins/smile.gif[/img]

great to see a more recent example of your high poly work, ror. i enjoy the attention to detail, especially on the scrapes and gouges on the interlocking v-shaped plates. should be a lot of fun to see how KP (and possibly others) will do with texturing it [img]/images/graemlins/smile.gif[/img]
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Eric Chadwick's Avatar
Old (#5)
Looks vaguely Mayan for some reason. Nice work, curious how it will look in lowres.
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motives's Avatar
Old (#6)
the dings and dents really adds to the piece.. Is it displacement or modelled in with say zbrush?
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cholden's Avatar
Old (#7)
neat piece, kev. I dig the lighting and beatupness (new word).
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shotgun's Avatar
Old (#8)
ye the whole thing looks pretty organic to me, which is cool.
like organic metal (new word x2 combo takedown evanaged!)
Honest love makes one's soul a reflection of the partner's mood.
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swampbug's Avatar
Old (#9)
AT-AT walkers need to poop too :P nice work. [img]/images/graemlins/wink.gif[/img]
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Soccerman18's Avatar
Old (#10)
Looks really nice, but the damage seems kinda odd. The front and back look all bumpy and such like someone had fun with a bat, but then took out a knife and went to town on the sides. The long pipe, especially in the mid-section could use a little bending. With that much damage to the rest of it, either those pipes are really strong or someone was really careful not to scratch them while pounding the rest.
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Zatoichi's Avatar
Old (#11)
With detail in games getting more and more detailed... even the beams take alot of care and work to do... time spent in older games, went into creating the main model!
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Lee3dee's Avatar
Old (#12)
wow! are those dents in the metal done in max? or taken into zbrush? Is that some of the normal level of detail in the Unreal 3 engine? Like whats are some of the polycounts for ingame stuff, if you allowed to give that information.
FX Artist | Faxion Online
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Kevin Johnstone's Avatar
Old (#13)




The lowpoly came in at 1676. Everything is processed but I'm tweaking the heightmap and lightmap before release of the assets.

On the above comparison shot you can see where max is getting confused about the mirrored cap section
on the top. The reason for this is due to max's normal support being flaky, this flaw would not appear in the
UE3 engine. In UE3, the cap at the top would appear like the cap at the bottom without the flaws.

You may be able to see from the low poly at the far right that the smoothing groups are pretty forced on the poles vclamps.
This is deliberate.
Low poly was best though of as a rigid hard form in previous engines, now
its best though of as putty and the softer it is and the more areas are on 1 smoothing group, the more ably
it will be able to grab all the hi poly information.

It may look bad in the preview window of max, but in-game it will just look like it should. It's because of this
that I chamfered the cap sections to make sure they were able to support the single smoothing group and
process better and also so that the object is self capping.

As for the damage looking more extra on the central section and then there being nothing on the poles, this
is because I'd hoped for a texture artist to pick up on my cue to demonstrate blast damage and burned
metal areas here. Also, I hope for a texture artist to further articulate the level of detail here and overlay
the softer dents with harder Photoshop generated impact crater marks and scoring.

The poles are plain because not everything needs to be articulated in 3d as that would be a poor use of time,
particularly on a smaller less prominent shape such as the poles where the texture guy can damage them up.

As to their lack of deformation in 3d, again it is counter productive to warp the hi poly then unwrap to a
warped low poly when I can treat it much like we would a ponytail on a character and keep it straight to
start with for a cleaner unwrap later to be followed by deformation in 3d once the texture is final.

In this case I have unwrapped every key area neatly into tiling squares so thatall the main sections of the
center body, pipes, clamps and bases are all capped and can be deformed through the 'Deform to Path'
function or recombined in different orders.

The end result of this would be that although I spent probably a full 5 days modelling, zbrushing, low
polying, unwrapping and processing, I will be able to get a dozen reuseable assets out of the set minimum.

The spec here is comparable to an average piece in UT2k7 and Gears of War. It all depends of course.
Recently I've been able to spend about 4x2048 normal/diffuse/spec maps and about 12k polys on a
single building for Gears. However, that's because its a singleplayer game and makes use of our streaming
technology more than UT7 where the spec is more optimized as there won't necessarily always be the
streaming tech to rely on in tight indoor levels.

It's also worth pointing out that the Building sections collectively, thanks to making things modular and
liberal use of path deforming, help to produce about 60-80 assets ingame and can also be the base sections
for later works.

I hope that helps to answer people’s questions.
Environments take a lot more time when articulating to hi poly level so we try to make the most of that
time by planning ahead to make everything modular, its really important to do this now and repetition is
the cornerstone of good environment design anyway so its all good!

r.
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Zatoichi's Avatar
Old (#14)
amazing that an expensive program like MAX would have problems where the U3 engine dosn't. Heh, looks like those guys at Max have some work to do.
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gauss's Avatar
Old (#15)
the model and that writeup is an invaluable aid to the community, Ror, thank you very much for taking the time out post it all for us.
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PaK's Avatar
Old (#16)
well appreciated ror
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Ross "PaK-RaT" Patel
Microsoft Games Studios :: Turn 10 :: Lead Technical Artist
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killingpeople's Avatar
Old (#17)
[ QUOTE ]
the model and that writeup is an invaluable aid to the community, Ror, thank you very much for taking the time out post it all for us.

[/ QUOTE ]

w3rd
draw without greed
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FAT_CAP's Avatar
Old (#18)
[ QUOTE ]
the model and that writeup is an invaluable aid to the community, Ror, thank you very much for taking the time out post it all for us.

[/ QUOTE ]

Definately - thanks for taking the time out to do that Ror...it is much appreciated [img]/images/graemlins/smile.gif[/img]
...........www.SamChester.co.uk...........
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Johny's Avatar
Old (#19)
invaluable indeed rorshach , its good to know how you guys handle the normal mapping method together with every department, in this case texturing.

Thank you [img]/images/graemlins/smile.gif[/img]
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Lee3dee's Avatar
Old (#20)
thanks for the awesome reading. Very informative! I can't wait to make levels for Unreal 2007. hehe
FX Artist | Faxion Online
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oXYnary's Avatar
Old (#21)
Thanks for this example Ror. It helps. [img]/images/graemlins/smile.gif[/img]
Red Hill Games Kitchen Sink Artist.
All views given are personal and do not represent the above.
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Asthane's Avatar
Old (#22)
[ QUOTE ]
amazing that an expensive program like MAX would have problems where the U3 engine dosn't. Heh, looks like those guys at Max have some work to do.

[/ QUOTE ]

Yeah, because we all know the U3 engine is just some cheap garage-born hack of an engine and no one actually puts any work into it [img]/images/graemlins/wink.gif[/img] Besides, normal mapping has no use in games: its presence in the U3 engine's list of features is purely for show, wheras displaying cool real-time effects is vital to max's toolset (which has always been totally bug-free and never displays any kind of instability at all) [img]/images/graemlins/laugh.gif[/img]

</facetiousness>

(Don't mind me, and yeah: great writeup Ror [img]/images/graemlins/smile.gif[/img] )
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Lee3dee's Avatar
Old (#23)
[ QUOTE ]
Yeah, because we all know the U3 engine is just some cheap garage-born hack of an engine and no one actually puts any work into it [img]/images/graemlins/wink.gif[/img] Besides, normal mapping has no use in games: its presence in the U3 engine's list of features is purely for show

[/ QUOTE ]

LOL, thats some comment! [img]/images/graemlins/wink.gif[/img] the U3 engine/reality engine or any of the new next-gen engines use normal mapping to improve the realism of the games. Eventually games will be as detailed as the current CG Animation, so normal mapping definately helps lessen the gap.
FX Artist | Faxion Online
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Asthane's Avatar
Old (#24)
[ QUOTE ]
LOL, thats some comment! [img]/images/graemlins/wink.gif[/img] the U3 engine/reality engine or any of the new next-gen engines use normal mapping to improve the realism of the games. Eventually games will be as detailed as the current CG Animation, so normal mapping definately helps lessen the gap.

[/ QUOTE ]

Well damn, even properly labled and ludicrously phrased sarcasm doesn't seem to work on the net ._. This pains me like... like iodine in the communal colon of the net... Or something [img]/images/graemlins/wink.gif[/img]
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ThE_BirD's Avatar
Old (#25)
Great info Ror, thanks for sharing!
-Paul
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