game content development (game content development)
Post on 17-Dec-2015
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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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