The progression of my mod.

Latest

Character processes video

So I had to create a processes video for school and post it so here is is on youtube!

Character Work flow

Ok so here is my current work flow for characters:

1. Base mesh: 3DS Max/Zbrush >> High poly mesh: Maya/ Mudbox >> In-Game mesh creation and uv layout: 3DS Max

Base: I will start out with a base mesh to flesh out the size and the look of the character all this is done in 3ds max and zbrush.  Once I get a really basic form that I like in max I take it to ZBrush an flesh it out more anding some sud-division to the mesh to manipulate the from even more once I get the look I need I export it out in obj format and take it into Maya.

High Poly: Once in Maya I proceed to break up the mesh and start making the parts I need like boots, knee pads, pants, belts, armor, gloves, arms and shoulder pads.  (for this character I’m creating the head separately.) once all those peices are created I begin to add detail to them one by one some of the high poly work is done all in Maya for other parts they are taken into mudbox for more details ex. pants and arms.

In-Game Mesh: Once I have all my pieces competed to my liking I export everything out via obj to 3DS Max and begin to create the In-Game mesh.  After completing the mesh I unwrap the mesh laying out the uv’s for texturing later.

2. Normal/ Ambient occlusion Map: X normal >> Map touch up/seam checking: Phtoshop/ 3DS Max

Normal/ Ambient occlusion Map: After completing the In-Game mesh I export that mesh to X Normal along with all of the high poly meshes. Now if you have a lot of pieces as part of the mesh I would suggest rendering them separately so that you don’t have the texture from other objects print on top of each other.  In X normal I export out a Normal and a Ambient occlusion map.  I then set up the Xoliulshader 1.5 shader in 3DS Max using the normal map in the normal map slot and the Ambient map in the Diffuse slot.  Then I open both the maps in Photoshop.  I rotate around the mesh to check for errors like texture seams and errors from the projection from X Normal and clean them up in Photoshop.

That is my process so far  resulting in the current mesh I have now.

Erebus update

Here is the game model with the ambient occlusion map and normal map applied to the mesh currently viewed in 3DS Max with the Xoliulshader 1.5 shader created by Laurens Corijn.  Current size of the maps are 4096 for detailing there going to be sized down to 1024 for in game usage.

Erebus WIP

Here is  work in progress for a game character that I’m currently working on.  One of the main characters Erebus.

Using UDK!

So I will be using UDK (Unreal Development Kit) to build the DDM project (Dark deliverance Mod).  UDK have an assortment of tools, intergeneration and large community that makes it the tool to use.

Welcome to the Dark Deliverance Mod blog!

Welcome to the Dark Deliverance Mod blog I’m am the creator Devin Gee.  Me and my team (me, my self and I) Will be posting the progress of our latest project.  So stay tuned for more information!

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