Thursday, February 5, 2009

Rome wasn't built in a day


she was wise, subtle, and knew more than one way to skin a cat
- Mark Twain : A Connecticut Yankee in King Arthur’s Court.

Much of my NWN2 modeling for the past few weeks has been for the BouncyRock project and we have a Secret Squirrel agreement in place and so I haven't been able to write about it here. But after reading Elysius' series of blog entries on creature modeling I decided to experiment with a technique of using a high polygon model to project a normal map that is used on a low polygon model. This is a method I had previously read about but never tried before.

Until now, all of my normal maps have been created in Photoshop from grey scale bump maps and converted to normal maps with the nVidia Photoshop plugin. It's proven itself to be a very effective way to make a normal map as can be seen in my shield pack. But while reading Elysius' creature blog I realised I had more or less stagnated in my modeling methods and I was relying on the same set of techniques I had discovered from tutorials when I first started NWN2 modeling. I guess this is one of the dangers of being self taught. If the only tool you have is a hammer, you tend to see every problem as a nail. So I challenged myself to learn some new techniques and experiment with new ways (for me, at least) of doing things.

Using a high polygon model as the source for a normal map is a relatively straight forward process. Basically, make a high polygon model with all the detail and a replica low polygon model that the game engine can render. Use the high polygon model to render a normal map that is then applied to the low polygon model. Simple.

So I decided to try this out on a Roman helmet model I was making for the AussieNWN Dark Ages NWN2 PW. While it took me a bit of fiddling to get the high poly model the way I wanted it, I think it was worth the time taken to learn the normal map rendering process. The normal map on this model is the combination of high poly normal map rendering blended with a bump map conversion.


The Roman helmets often had a highly tinned finish, so it's too bad the NWN2 engine doesn't do reflections. The best I could manage was to set the specularity to represent shiny metal and add a touch of blue colour to the specularity settings. Thanks to Slimer for the tip about using colour.

The Dark Ages Roman soldier is coming together slowly. We have a couple of Roman short swords, a shield and now the helm.

I'm going to learn how to do character skinning and work on some Roman armour next. It's time I stepped up my modelling from simple items and placeables and moved onto something more challenging.

And on another note; the NWN Aeon PW I helped build with Sporaxis and Relexx has been revived by Sporaxis. I put a lot of effort into the custom tilesets for that world (about six or seven tilesets from memory) so it's great to see that the module is being used again. Sporaxis is converting the world from its original custom setting to Forgotten Realms. I wish I knew then, what I know now about modeling and I would have really given those tilesets a good going over. As tempting as it is to fix up some of the old models (like floating rocks lol) I have my hands full with NWN2.

You can find the details for the Aeon PW on Sporaxis' forums. Long live the Aeon PW!


Wednesday, December 10, 2008

A change is as good as a holiday


Chance favors the prepared mind
- Louis Pasteur


It's been a while.

I've been on a bit of a break. In fact I've done bugger all in the way of 3D stuff. I even took some time off work, packed a tent, my two dogs and enough beer for a week and headed south to bum around some of the places I used to camp and fish in my younger days. Quite a bit has changed in the forests of the south west of Western Australia. I hope the mining royalties that the West Australian government are getting from Alcoa is worth the destruction of state forest and the disruption to recreation. But it was great to get away from the technology that has dominated my life in recent years.

_________________________________

Here's a screenshot from the ultra-realistic game called "The Real World - Life Outdoors" expansion.

BTH Mini Review - Fantastic graphics and realistic companions. But many of the NPCs are complete tossers, there's not enough loot and the deity system is broken. The game enforces an ethics system called "political correctness" and some factions are easily offended if you choose an inappropriate conversation response. The game also lacks DMFI support.
Summary - "The Real World - Life Outdoors" is not recommended for powergamers or those that like to role play chaotic evil alignments. 6/10)
(Campsite at Waroona)
_________________________________


One of the things that greeted me on my return was a message from Dirtywick. It was brief and to the point, basically asking me if I wanted to join a NWN2 project. It was perfect timing as far as I was concerned as I was looking for something to inspire my modeling. Skipping over the nitty gritty and jumping forward in time by a couple of weeks to the present and I find myself involved in a BouncyRock Entertainment project and in the company of some very fine NWN2 talent. Elysius' blog entry lists the people involved in the new project.


I can't reveal much of what we are working on. But I am excited about being involved in a community project with such depth of talent and I've already started work on some custom shields.

So this project is good news in that I have a challenging few months ahead me and bad news in that I don't expect to be releasing any additional custom content until after the BouncyRock project is completed.

On another matter, the NWN PW I co-developed with Sporaxis and Relexx has been raised from the grave. Sporaxis has decided to dust off the Aeon: Frontier PW module and take it in a new direction. The work I did on the Aeon: Frontier tilesets was pivotal to me moving on to 3D modelling for NWN2. It will be good to see Aeon running again even if I don't have the time to be involved. The Aeon forums can be found here : http://aeon.heavenforum.com/


Friday, October 10, 2008

A Milestone


The fight is won or lost far away from witnesses - behind the lines, in the gym and out there on the road, long before I dance under those lights
- Muhammad Ali

Today I released the BTH Weapon Pack, my seventh custom content submission for NWN2. By coincidence it is exactly twelve months ago to the day that I released my first NWN2 models.

The BTH Weapon Pack came together nicely with the addition of three more models in the Smouldering Weapon range and includes a tot
al of 36 weapons.

It's taken most of the day to collect the screenshots, package the model files and run a final test. The submission is currently waiting for approval on the NWVault site. The preparation for the release gave me the opportunity to look at some of the early weapon models I made for AussieNWN and reflect on how both my 2D and 3D skills have improved.

It's not at all difficult to pick out the short sword models that were my first attempts at making weapons. The dates on those first weapon models go back to December 2007. The BTH Weapon Pack has been a long time in the making. In fact, this project has been so stretched out that while I was preparing the files today I re-discovered a couple of models I'd completely forgotten about.

Anyhoo, here's the link to the BTH Weapon Pack on NWVault. I'll leave you with a screensh
ot of the the complete set of Smouldering Weapons. I'm going to fiddle with another short video.

Wednesday, October 8, 2008

Just a hunk, a hunk of burning love


Stop! Hammer time
- MC Hammer

Every now and then things just fall into place. The meshes work the first time, the textures seem to make themselves and the model turns out a treat. Today I had one of those days. Which is good, because yesterday I had one of the other sorts of days. Yesterday was a day where nothing seemed to go right and it was my own doing.

I had been trying to finish off the latest series of sword models and at the same time attempting to make efficient use of a texture by using it for more than one mesh. I like to produce models that are constructed with performance in mind. Using a texture for multiple meshes is one way of trimming the fat.

When I create a texture for a model I make extensive use of layers. In the case of yesterday's texture I had combined the texture for swords 74 and 75. The texture had 31 layers that include the UV layouts, the textures used to construct the normal map as well as the components of the diffuse texture. The idea is to blend various layers to produce a texture with the desired qualities.

Somewhere alo
ng the way I forgot which layers to combine to make the textures I needed. So in my quest to be efficient I burnt a lot of time. And it meant that all the swords in both the 74 & 75 series had to be tested in-game again. Sword model 75 had plagued me with small problems from start to end.

I've learnt my lesson. If a texture is already complex, don't try to utilise the spare space with another complex texture. In other words, I will try not to let my drive for efficient modelling impede my progress.

But even when I'm having a bad day at the workbench I try to reach a milestone. So the end result of yesterday's effort was the completion of the combined texture and finalising the sword series 75 with the addition of the short sword and dagger.


By comparison, today was a great day at the workbench. I started by taking my own advice about planning the model before I start. In this case it was a quick concept drawing of what I wanted. And what I wanted was a big mother war hammer with the same burning ember qualities as the recent quarterstaff and club.

I had none of the difficulties with today's war hammer that I had with sword 75. No folding meshes and no restarting the model. The texture came together almost too easily and in a matter of a couple of hours I had my big smouldering war hammer. Stop! Hammer time.

The whole effect I was chasing here was a weapon that is burning at its heart. The smouldering soul of this beast can be seen through cracked and fissured surface. Flames lick the head of the hammer, which holds the core of the heat and the glowing embers die out down the handle. The hand grip, while also burnt, is not smouldering with the same intensity as the head. It leaves a trail of sparks and flame in it's wake and gives off a feint flickering light.

With a successful day behind me I am loath to fiddle with the textures too much, but my original idea was for a cracked metal texture. The texture shown in this screenshot is based on a burnt wooden beam. I shall have a play with overlaying an iron texture. But that's for another day. I've earned a day off tomorrow. The weather is fantastic this time of year and I'm going to enjoy it.

Over the next week I shall put together an axe model in the same style and then, I think, my weapon pack will be ready to assemble.

Sunday, October 5, 2008

Never give a sword to a man who can't dance


Never give a sword to a man who can't dance
- Confucius


I have made good progress on the latest sword model this week. I wanted to give the blade some etched runes and although I've done similar effects on other swords, the small scale of the graphics threw a few challenges at me. In hindsight, I could have made it easier on myself had I planned the mesh of the model to match what I had in mind for the texture.

The challenges that presented themselves while I was tweaking this model provided an opportunity to explore new ways of doing things. So while it look me a little longer than expected, I did learn a few new tricks along the way.

The screenshot on the left shows the Longsword version of the model. There are matching Bastard Sword and Great Sword models too. I should be able to scale it down further to make a Short Sword as well. A Dagger model may be a little too much to hope for this model.

The runes along the blade translate very roughly to Troll's bane sorrow and death. The claim made by the runes may be pushing it a little for a short sword, never mind a dagger. But it would be good to have the complete set as I've done with the other sword models.

Saturday, September 27, 2008

Moving Pictures


Never judge a book by its movie
- J. W. Eagan

After the very basic video I posted last week, I thought I'd try my hand at something a little more creative. So, this week I've mis-spent my time by exploring the world of video editing software. That mostly consisted of me bumbled around blindly trying different settings until I worked out how the damned software hung together.

The video didn't turn out exactly the way I wanted it and a there were a lot of takes that ended up on the virtual cutting room floor, but overall I'm happy with the result.

Making movies took more time than I was expecting and I didn't have a lot of time left over for the 3D work this week. However, I did make some improvements to the model's visual effect by adding a weapon trail that momentarily flares up like a trail of sparks and flame and I've also included a low intensity flickering light. The light is most noticeable in the close-ups where it appears as though the flames are reflecting on the face of the PC.

I've also added a flaming club model in a similar style to the quarterstaff.

You can view the video by downloading the wmv file from the link directly below, or you can view the (much smaller) embedded video.

Download the large format video - BTH Flaming Weapons Demo 2





The limited time I had available for modelling this week was spent starting a new sword model. So far I have the blade mesh and the basic textures completed. I'll be working on the cross-guard and grip this week and adding some runes to the blade texture.

Saturday, September 20, 2008

Playing with fire


My candle burns at both ends; It will not last the night;

But ah, my foes, and oh, my friends - It gives a lovely light - Edna St. Vincent Millay

I've been fiddling with a new quarterstaff model today. And just like Millay's candle, it burns at both ends.

This quarterstaff has a burning heart that smoulders menacingly just under the surface. Red hot coals glow from the cracked ends of the staff while small flames gently lick the charred surface.

I love the concept of this model and I think I shall apply it to some other weapons. It would look great as a club or any other wood based weapon. I'll try to match a metallic texture to apply to blades. I'm thinking a dirty big axe or hammer.

I made the visual effect for this quarterstaff from the torch flame effect. I slowed it down considerably so it has a more gentle flame; one that suggests a slow smouldering core. It looks more ominous, or perhaps just quietly dangerous, with the gentle flames breaking through. You can get an idea of what it looks like from the video.