game content development (game content development)

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(Game Content Development)

Diego Colombo colombod@di.unipi.it

Game Elements

• A scenario, for sure!

• Some characters

• Something to interact with

• Something to see

• Something to ear

Diego Colombo colombod@di.unipi.it

Production Pipeline

Game Design 3D ModelingUV Map

generationTexturing Prelightining

Game Engine Integration

Scenography

Rigging ActorsChatacter Animation

Motion Capturing

Game Production

Painting

Game Design 3D ModelingUV Map

generationTexturing Prelightining

Game Engine Integration

Scenography

Rigging ActorsChatacter Animation

Motion Capturing

Game Production

Painting

Diego Colombo colombod@di.unipi.it

3D Modeling for a game

Character Details and Background

Physical Protoype

3D model generation

Model Acquisition

Character Design TuningCharacter Details and

Background

Physical Protoype

3D model generation

Model Acquisition

Character Design Tuning

Diego Colombo colombod@di.unipi.it

Texturing

• Each model can have different materials

• Each material can have different textures

• Textures can be integrate with FX code

Diego Colombo colombod@di.unipi.it

Just a note about FX

• FX are used to achieve realistic materials

• Water

• Reflection

• Glowing

Diego Colombo colombod@di.unipi.it

Texel, Pixel, Area, and Real world measure

• Placing a texture is similar to put a sticker on a surface

• The sticker should be as large as the surface to cover

• One common assumption is that a 64x64 texture is 1 m2

Diego Colombo colombod@di.unipi.it

Texture and distance

• We can use a mipmap to obtain lower resolution image from a given texture

• Using lower tex when an object is far from the camera is to reduce memory allocation in favor of near objects

Diego Colombo colombod@di.unipi.it

We need a skeleton

• The First step to get a acting character is to give it a skeleton

• This way defines matrix to be applied to each vertex biased by some weight

Diego Colombo colombod@di.unipi.it

Rigging a character

• We need to define a tweak deformation

• Then we need to give a character some motion curves

• We would like to blend curves

Diego Colombo colombod@di.unipi.it

Blending

• Typical approach for facial animation

• Number of polygons must match between blending shapes

Diego Colombo colombod@di.unipi.it

Beware of interaction

Diego Colombo colombod@di.unipi.it

MotionBuilder snapshot

Diego Colombo colombod@di.unipi.it

RiggingChatacter Animation

Motion Capturing

KeyFrames editing

RiggingChatacter Animation

Motion Capturing

KeyFrames editing

Characterization Pipeline

Diego Colombo colombod@di.unipi.it

Scenario tweaking

• Scenario should be as detailed as a detail is visible

• The more you tune and tweak the more cpu you can use to increase effects

Diego Colombo colombod@di.unipi.it

Texture and Text

32 x 12816 x 64

Diego Colombo colombod@di.unipi.it

Prelightning with image based illumination

• Vertex contains information about illumination

• Illumination is achieved through global illumination from an image

Diego Colombo colombod@di.unipi.it

Geometry details and illumination

• We can use vertex color illumination

• Vertex shaders can be used to pertubate the value

Diego Colombo colombod@di.unipi.it

Daylight changes

Diego Colombo colombod@di.unipi.it

Shadows

• Shadows should be smooth

• Static shadow can be faked

• Geometry must be corrected to support good shadows

Diego Colombo colombod@di.unipi.it

Tweaking

Diego Colombo colombod@di.unipi.it

Almost done

Diego Colombo colombod@di.unipi.it

Level Completed

Prelight + shadows + texturing

Diego Colombo colombod@di.unipi.it

Low poly does not mean low detail

Diego Colombo colombod@di.unipi.it

A beautiful ugly game(Matrix path of Neo by Atari)

• To low resolution models compensated by a rich texturing

• But an ugly character remains an ugly character

Diego Colombo colombod@di.unipi.it

A beautiful ugly game(Matrix path of Neo by Atari)

Diego Colombo colombod@di.unipi.it

Always Faking when possible

• We can use texture to simulate geometrical details

• This balcony is a “background” component

• With just a quad we achieve a great outcome

Diego Colombo colombod@di.unipi.it

A game goes to the market if . .

Diego Colombo colombod@di.unipi.it

. . It holds the 4 B of success

• Blade

• Bop

• Blood

• Breast

Diego Colombo colombod@di.unipi.it

Did anybody say camera?

• A game is a visual interactive story telling technique

• Director makes an actor a star

• Director tells audience what to see, think, and feel

• Director is the god of camera, he is the ruler of your world

Diego Colombo colombod@di.unipi.it

Finding similarities . .

Diego Colombo colombod@di.unipi.it

Defining a standard palette

• Scenes must be “homogeneous” in colors

• Textures should use a common palette

• Textures should not mind about lightning

• Color definition is a key to emotion

Diego Colombo colombod@di.unipi.it

Motion blur, another lesson

• Games are moving towards cinema

• Rendering should be performed as photorealistic as possible

• Photorealistic is something realistic seen through a realistic camera

Diego Colombo colombod@di.unipi.it

Dead or Alive 4 (Xbox)

Diego Colombo colombod@di.unipi.it

Cinematic . .

• Games move from one level to another through short movies

• Graphics definition should match as much as possible

Diego Colombo colombod@di.unipi.it

DevilMayCry3(PS2) & 4(PS3)

Game

Short Movie

Diego Colombo colombod@di.unipi.it

How To

• A good combination of– Low Poly– Textures– Reflection– Refraction– HW Acceleration– Normal Map

Diego Colombo colombod@di.unipi.it

Ninja Gaiden XBox

Game

Diego Colombo colombod@di.unipi.it

Effects and sparkles(God of War)

• Games arise from imagination

• Putting supernatural in game enforce the performance

• Do it when it is necessary

Diego Colombo colombod@di.unipi.it

Masses and AI: Colossal Games(Spartan total warrior)

• Noise is noise, not duplication!

Diego Colombo colombod@di.unipi.it

Just a shopping list for game makers

• 3D authoring tool (Maya)

• 3D Painting tool (3DPaint, 3DPaintUV)

• Character Animation tool (MotionBuilder)

• Image editing tool (Photoshop)

• Game Engine

• Exporters

Diego Colombo colombod@di.unipi.it

Resources

• Discover the Game with AliasAlias|Learning Tools

• Maya personal training Edition

• Motion Builder personal training Edition

• http://www.alias.com

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