Saturday, August 21, 2010

Head Texturing in 3ds Max

I've just stumble across an easy way to texture a 3d head model. So all these times I've been: adding Unwrap UV modifier, flatten mapping, and take a long time trying to arrange the pieces of flattened maps into a face map, which was a really tedious and boring job...

So I was following this character modelling tutorial called Joan of Arc, and it taught me some great technique on modelling and texturing a character that I thought I'd take a note here.

Easy face texturing

1. Click on the face and apply a "UVW Map" modifier, then choose Cylindrical Mapping.

2. Click the "+" sign beside the modifier and select "Gizmo".

3. Use the move, rotate and scale tool to position, turn and resize the gizmo so that it covers the entire head model in a tidy manner.

4. Next, right click on the UVW Map modifier and select "Collapse All", and the modifier will be collapsed into the model, leaving only the Editable Poly/Mesh modifier on the stack.

5. Then, add a "Unwrap UVW" Modifier, and click on the "edit" button, there'll be a nice looking UVW map waiting to be modify on the screen.

6. Though it looks pretty good already, it's still not very satisfying here. I'll make some modification here. Select everything an rotate them so that the face is in an upright position.

7. Look up and closer and there'll be some thin-looking map over there. Those are the unsatisfying stuff I'm talking about.

8. Select them all at once, and flatten mapping it.

9. I'll leave them for a while now, will get back to them later, so just place them at the top for a while. So now, the face look a bit to the left, and I wanna arrange it so that it'll be in the middle. I first select the other half on the right, detach it (right click > Detach Edge Verts) and place it to the left, and weld all the vertex there (right click > Weld Selected).

10. And the face looks much more settled now.

11. Took some more time to further modify it and I got this.

12. What about the unsatisfying map from earlier? Here they are, arranged together with the face without crossing over each other. It wouldn't take too long to make this part... for those who aren't still beginner.

13. So I've got my face mapping done and it's about time to texture it in Photoshop.
Click on Tools > Render UVW Template... When the box appear, choose the size (mine favorite: 1024x1024) and click the Render UVW Template button. A rendered UVW template will shows up. Click save to save it...


Friday, August 6, 2010

Binary 1

Was developing my new game, and here's the first binaries for the first scenes' map:

Designed using the Online Maze Designer. Though I'm not really designing a maze, the method which they propose were also good for map design.

Thursday, August 5, 2010

Breaking the process

So I've got a few... as a matter of fact a lot of game ideas in mind, mostly JRPG style (my favorite game genre). But judging from my current skill, it's actually quite impossible for me to finish any one of them. There's still a few possibilities which I wanted to explore in Unity, thus I'm gonna break the process down to pieces and do experiment on each of them while at the same time making a game based on what I've learned, just like what Sophie Houlden did... Her idea was sorta good btw, really need to thank the Game Developer Mags for showing me her existence.

So, here are a bunch of stuff (elements) that would make up the game I wanna make in the future:
1. 3rd person shooter (gonna work on a game project for campus soon, and it's gonna be using the 3rd person shooter camera)
2. Cut scenes (camera movements)
3. Enemy AI (I'll start with walking... then further. Currently reading AI for Games by Morgan Kaufmann)
4. Turn based battle system (ady have the basic concept and structure of the program)
5. Characters conversation (not sure about the name, but this one's like how you talk to another character inside a Japanese game, the chatting stuff with the floating picture if the character)
6. Gizmo (I want the GUIs to appear above or around the character)
7. Interactive GUI and interfaces (other than just GUI, I wanna try Movie texture on the game interface to make it looks more lively)
8. Loading screen (the loading screen just like the one in the game consoles' games)
9. More animations!!! (on 3ds max, and probably... if I'm free... Maya!)
10. Foreign languages (always wanted to make a foreign language film, and Jap is definitely the main choice here)
11. Character modelling (I suck at this, still improving... since I can only depends on myself to make things workout the way I wanted)
12. Character design (hand drawn stuff, especially mecha!!! I can draw but suck at mecha-lish drawing)

That's about what I could think of thus far... I know there's more, but I just can't recall back what I had in mind previously at the moment. I might make 5 more games for those things I've mentioned up there, you know, to strengthen my skills...