3D Models, Textures and Bone Animations for Games. Overview: • Tools – Advantages & Disadvantages • Low-poly models – from scratch • Texturing – UV maps and skins • Bone Animation – setting up skeleton, inverse & forward Kinematics The Tools • Blender • Maya * • 3DS • Wings 3D • Ultimate Unwrap * • Caligari Truespace * • Photoshop * Blender – Pros: • Free, Relatively Powerful. • Can do skeletal animations. • Easy to import/export. – Cons: • Learning Curve; • counter-intuitive, “clunky” interface. Maya • Pros: • – Extremely powerful. – Well documented. – Elegant, fast interface. – Becoming industry standard. Cons: – ~$2,000. – Very good, but not excellent UV mapping 3DS • Pros: • – Very powerful. – Similar to Maya Cons: – Expensive. Wings 3D • Fast. • – Easy to use. – Can make excellent Low-Poly models Cons: – No animation / UV mapping. – Hard to make complicated / High-poly models Ultimate Unwrap • Pros: – Best UV mapping tool on the market (in my opinion) – Very fast, simple interface. • View texture on model in 3D environment. • Automatically updates texture when saved • All the functionality of more expensive tools – Cheap (~$70) • Cons: – Only good for UV mapping – Not directly compatible with Maya • Need to “juggle” model formats *.obj -> *.mb Caligari Truespace • Pros: – Relatively powerful • Decent skeletal animations • UV mapping – Cheap (couple hundred $ for latest version) • Cons: – Extraordinarily awkward interface – Somewhat slow Photoshop • A necessity • Uses Layers • Highly Versatile tool set • Great for creating skins to texture models 3D Modeling Technique • Art through extrusion • Minimize Polygons Art through Extrusion • Start with basic shape (cube) – – – – Extrude a Face Adjust size of face Collapse vertices / edges to make angles Repeat above • Use Symmetry Minimize Them Polies! • • • • Use triangular points (when possible) Focus attention on salient areas Rely on texturing for detail – keep it simple Orient human models in standard position (shown) Some Buildings… • Both < 20 polies Some Space Ships… Both <80 polies UV / Texture Mapping • Different Types • Methods • Minimize Size of Images There’s more than one way to Skin a Cowboy… • Face Painting – Paint a fixed texture to individual faces • Pros: easy, fast • Cons: looks atrocious up close • Materials – Apply a “material” or surface texture to a face • Phong, Metallic, etc. • Diffuse, Ambient, Emissive, Specular, lightings • Pros: Looks really good. • Cons: Requires in-game light source. Expensive. • UV Mapping * – “Unwrap” polygon model to flat surface – “Paint a picture” over unwrapped polies • Pros: Can make low-poly models look good! • Cons: Difficult to learn / do well. UV Mapping • Import Model • Unwrap as desired • Create Texture Import Model • Disorganized UV map Unwrap Model as Desired • Many Different Types • • • – Box, cylindrical, plane, etc. Make it “easy to paint” Conserve space Devote more space to salient parts Paint Texture Onto Model • Use many layers (Photoshop / PSP) • Low opacity Air Brush for shading • Darken Edges & Brighten centers of polygons – Gives a more “rounded” appearance • Keep textures small! Skeletal Animations (Maya) • Set up Skeleton • Organize bones into Hierarchy • Inverse / Forward Kinematics • Skinning Your Character • Get the MOST from your model Set up Skeleton • • • • Maya: Skeleton -> Joint Tool Be anatomically accurate Start from pivot; work outward Use at least 2 perspectives Use Mirror Joint • • • • Orient Model to the Origin!!! Only way to ensure symmetry Much easier Mirror Joint – Select highest-order bone: hip – Maya: skeleton -> mirror joint Use Hypergraph • Label bones • Organize into hierarchy – Click / drag Bind to Skin • Attaches skeleton to model • Maya: skin -> bind skin -> smooth bind+ – Set max influence = 1 – Too many slows down in-game animation Time to Animate • Set a “neutral pose” – Select All – Key Everything at time = -10 Inverse Kinematics • • Use IK Handles – Maya: Skeleton -> IK Handle Tool Allows fast and positioning OH NO! • Sometimes difficult to get specific pose… • Then use Forward Kinematics Have animation reference • Easy to google • Search for image displaying desired animation keyframes Loop Animations • Save Effort – Copy / Paste Keyframes – Click on keyframed object / IK handle – Right click on Maya Timeline -> copy – Move timeline -> paste Create more animations • Skip a few frames • Select all • Key all – So animations don’t interpolate between each other • Skip a few more frames • Have at it! Export your Animation • Can download exporter from Ogre3d site
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