Old 03-22-2006   #1 (permalink)
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doom 3 skin shading

does anyone knows how they did the skin and clothing shading in doom 3 and quake 4??




tnx
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Old 03-22-2006   #2 (permalink)
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noone knows it?
or noone reacts??
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Old 03-22-2006   #3 (permalink)
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Quite easy really... Though my awnser might not be 100% in line with what they did it will be close enough to make a simuler or same effect.
I cant tell you how they did it 100% but thats only because i dont or have ever worked for ID

Anyway the process for high end game models is qute simple...

1: Model a high poly high detailed charactor or game model. This would hold all the major details for your model.

2: Build a low poly version of this model for use inside the game. You can do this from scratch or by manually optimising your high poly mesh. For high detailed charactors in modern and next gen games thats between 4k and 12k. 12k being the large monsters in next gen like Unreal3. And only when theres not many of them on screen. Usealy 1 or at the most 2.

3: Next you need to setup the UVs of your low poly model.

4: Next you bake the normal and hightmaps onto your low poly UV layout using your 3d programs tools. In Max you use the Render to texture tool.
What this does is take all the shape and hight details off your high poly mesh and projects them onto the low poly mesh.

5: The fun and teadious bit all at the same time. You draw your textures. Taking a copy of your normal map and UVwireframe [witch you can get through texporter] Load the up in photoshop and lay the wireframe over the normal map... At this stage your just using the normal map as a guide to help you see your model in the 2d UV layout. Basicly draw your textures. It always helps to use fabric prefabs for things like fabric and weaves... Or use your PS tricks to create the same effect. Once you got your defuse/Colour map you then need to save it... And then save it again as a copy. Rename it to "modelname_spec" or somthing _spec just indicating to you its your specularity map. Set the image to greyscale mode.

Let me explain a bit how this works. Like grey scape bump maps the black and white indicate highs and lows. In specularity White indicates high light reflection so it shines more. Black means no light reflection and it would not shine. Verious shades of grey mean the difference between the two...

For plastic youll use a higher shade for fabric a lower shade. I hope you get the idea...

6:You then load all this into your 3d program and apply it to your low poly mesh. You wont be able to see mesh using its normal map/Defusemap/spec map in real time unless your program has one of those lovly full engine opengl preview plugins...

Thats pritty much it... There are some other baking attempts you can do to add extra shadows and things to the defuse but thats up to the artist.

I hope this helps.

Nutsy
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Old 03-22-2006   #4 (permalink)
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yea, thank you
this will help me much out
i also searches on google and found a lot about normal maps, so im busy for a while
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Old 03-25-2006   #5 (permalink)
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i'm working with maya and i hear the terms :low and high poly's much but i have no idea how to make a high poly and or a soft poly, or is it just how high the render quality is set??
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Old 03-28-2006   #6 (permalink)
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Quote:
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i'm working with maya and i hear the terms :low and high poly's much but i have no idea how to make a high poly and or a soft poly, or is it just how high the render quality is set??
No, its how detailed the actual model is in the first place. Once you have detailed a very high poly model, though, you can easily drop the number of poly faces and work the detail into the texture wrapping around it instead. Quite simple in operation... it just takes OOOODLES of time!
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Old 03-28-2006   #7 (permalink)
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Quote:
Originally Posted by Man1c M0g
No, its how detailed the actual model is in the first place. Once you have detailed a very high poly model, though, you can easily drop the number of poly faces and work the detail into the texture wrapping around it instead. Quite simple in operation... it just takes OOOODLES of time!
thanx hopfullt i can get further now i know these terms.
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Old 03-31-2006   #8 (permalink)
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I thought that was possible directly through phong shading.
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Old 04-02-2006   #9 (permalink)
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wow...thats pretty sic
what were you working on the shading?
everything in that looks great
 
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