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  • Archive for February, 2011

    Gavit Dev Diary #2

    This week’s main achievement is the finalized asset workflow, on which I was agonizing for two weeks now.

    I tried out several methods and applications and ended up with this setup:

    Modo 501 >> 3ds Max 2011 >> UDK
    - Modeling
    - UV layout
    - Collision primitives
    - High definition texturing
    - Object-to-object baking
    - Realtime shaders

    Modo’s modeling and UV tools are excellent but its shader tree is just not cut out for complex texturing tasks. What’s worse is that the object baking is still convoluted, difficult to automate and produces substandard results.

    Enter 3ds Max 2011 and it’s new, quite well done Slate Material editor. Beyond being node based it has another advantage: it can be extended with MetaSL shaders. Their support is not without flaws but they do allow me to quickly implement additional functionality (new nodes). The new shaders can be built in MentalMill or programmed manually.

    So I created quite a few utility nodes to make the shading network easier to read and also developed a few, “best practices” sort of guideline. The topic deserves its own tutorial, but for now here is a quick view of a general node setup:

    So creating complex surface definitions is as simple as it gets, however previewing the surface is slightly less convenient. I miss modo’s very fast preview functionality because Max has nothing of the sort. The reuse of final gather samples and geometry data can speed up consequent test renders but it’s still not the same as a converging, interactive renderer.

    Regarding the object baking in Max, there is not much to tell: it just works. And if it sometimes screws up on tricky topology then one can tweak the bake cage to fix things.

    I used a hard hat object to test workflows: I rebuilt it’s high definition surface in modo, Maya, Blender and Max.
    (As a side note: Blender’s user interface came a long way since I last saw it. It’s not just stopped being horrendous but the new UI is slick, flexible and fun to use.)

    High definition mesh
    (modo 501)
    High definition mesh
    (3ds Max 2011)
    Low poly mesh
    (UDK)

    The final asset uses 512×512 textures for diffuse and normal maps and a single 256×256 image for controlling specularity and reflection.

    The high poly mesh was made as a Pixar Subdiv surface and was frozen during export, so it ended up being around 32000 polygons. The low poly version is 1524 triangles.

    Speaking of object export, there was a problem with transferring geometry from modo to Max: only .max files can be used as references (XRefs) in Max. This limitation made a quite ugly workflow:

    - Export FBX from modo.
    - Import FBX into an empty Max scene.
    - Save scene with proper name so the baker scene (where the material work and baking is done) can use it as an XRef.
    - Open baker scene and continue working.

    It’s not very streamlined so I started looking around for a better solution. One of the FBX specifications stated that FBX files can be referenced in Max and Maya. In practice this meant that although referencing works as expected in Maya, Max has the following twist: it’s not called referencing but “File linking” and only supports FBX files from AutoCAD and Revit.

    Fortunately a kind Revit user, Toby Robb provided me with a box mesh exported from Revit so I was able to take it apart and determine what allows it to be linked. (The full discussion.) I updated my exporter script so now the workflow looks like this:

    - Export FBX from modo.
    - Click “Reload” in Max’s File Link Manager.

    Code wise not much happened this week because of the terrible earthquake hitting Christchurch: James, the project’s programmer lives there. Fortunately he and his loved ones are fine, although he has no idea if his office still stands. :\

    I mentioned last week that parallel to creating the tool (Gavit) I’m also working on a demo project which utilizes (and stress tests) the tool itself. A friend of mine, Adam helps me with this animated short, as he has extensive experience directing movies and cutscenes.

    We’ve been discussing possible settings and storylines during the past few weeks, brainstorming over Skype and email. This week I finalized the most fundamental elements, the who, the where and the why. Next week’s task is collecting all the events and setpieces I want to see in there and then we’ll arrange them to define flow and pacing.

    A more technical job will be fixing some of the MetaSL nodes I’ve made: I screwed up the math behind the opacity parameter in certain blending modes (Color Burn and Vivid Light for example).

    I’d also like to finish the concept art of a sub-machine gun and I can’t procrastinate the animation work any further. The shotgun wielding animations are half made and I’ll need the full animset soon because without them I won’t be able to test our animation system properly.

    Written on February 27th, 2011
    Categories: Gavit, My projects
    Tags: , , , ,

    Gavit Dev Diary #1

    http://www.zspline.net/blog/wp-content/gallery/gavit/gavitlogo.pngLet’s start off with a quick Q&A to bring you, dear reader, up to speed regarding my current project, Gavit (formerly known as GViz):

    What is Gavit?
    The name is the abbreviation of Gameplay Visualization Toolkit. It’s an extension of the Unreal Development Kit (UDK) which makes it easier to create machinimas and directed gameplay videos.

    So it’s for making stuff like Red vs Blue?
    Partly, yes. However it is geared more toward actual game developer needs such as rapid prototyping of assets and special effects or expressing new ideas in a visual way, with videos instead of text.

    I’m not sure I follow…
    Here is an example: An FX artist creates a muzzle flash for a first person shooter. In order to test it he needs the game in a reasonably working state where the player can be controlled, pick up and use weaponry, the weapons have animations, the muzzle flash is actually played when the weapon fires and so on. Without these, it is very difficult to test the visuals like the size, location, movement, timing of the effect.

    Often during the development, especially at the beginning, not everything is working properly and that could delay the effect artist (amongst other people working on the weapons like modelers and animators).

    Gavit provides a weapon and effect system which allows artists to create weapons and link special effects to them, define animations, weapon parameters and try them out, all without the involvement of a programmer. A whole arsenal can be created with sounds and special effects parallel to the programmers working on the first build of the actual Unreal based game. Not depending on the coders make it easier to distribute the workload throughout the project.

    What’s the deal with “expressing ideas”?
    Let’s say a game designer has an idea for a poison dart gun which makes the victim deaf, allowing the player to sneak past the confused enemies. Or maybe the writer comes up with an action sequence which starts in a Mexican standoff on a ferris wheel and ends with an out of control roller-coaster smashing into a carousel. They could write a pitch, make some slides, show a storyboard to sell the idea and secure resources for implementation.

    With Gavit these ideas could be expressed visually by directing a machinima. The realtime nature allows instant feedback and even makes it possible to “act”, to directly control actors, record, tweak and replay their performances. A good part of the animation is automated: the actors walk, run, crawl, shoot, aim, look, open doors, dodge bullets, etc according to the script. Only the special animations will need the involvement of an animator.

    The same is true for the environment: the basic building blocks (doors, walls, stairs) are there, ready to be used, reducing the need for extra art assets.

    One can create a proof of concept video in a day or an entire animated short full of custom artwork and animations.

    Why are you doing this?
    I’m a technical artist with a focus on special effects and I want to work for a certain company. In order to get a job there I need to produce a very impressive portfolio. The previous projects I worked on are not the best pieces to show off my skills, so I decided to make Gavit and a yet untitled animated short using it, as a showcase.

    Are you working on it alone?
    No, I’m working with an Unreal programmer. The project had a few very talented coders, each one of them helped out a few months here and there. (The project is running for 16 months now and I had no coder at all half the time.) The majority of the art assets is/will be done by me but I’m looking to outsource certain things.

    When will it be finished?
    The first version of Gavit and the animated short (as a demo project) must be ready for the end of this year. The chances of that happening are good as I found a reliable and affordable programmer who can help me right to the end.

    Written on February 20th, 2011
    Categories: Gavit

    A clear goal

    For a while now I started to feel that this blog has no clear goal, it’s a bit all over the place. I was often busy with stuff and found it difficult to snap out of what I was doing just to write about a totally different topic.

    So I decided that I dedicate these pages to what I’m focusing on in my (so called) real life: my current project. It did pop up here once in a while but now it will be the main topic. Turning the blog into some kind of a developer’s diary will also keep me on my toes: writing down my weekly progress will force me to face with it. So I’m basically pitting my laziness against my pride.

    In practice it will look like weekly status reports on every Sunday detailing what I achieved that week and what I’m planning for the next.

    I’m going to start with the first issue later today.

    Written on February 20th, 2011
    Categories: My projects

    Math and me – Addendum

    Here is a great talk from TED, describing how people should learn math, or more like how people should learn to use math to solve real problems.

    I wish I had Wolfram Alpha back in high-school… (Or internet.)

    Written on February 15th, 2011
    Categories: Uncategorized
    Tags: ,

    Math and me

    I hated math.

    In elementary it wasn’t that bad, I was a strong average, didn’t care much about it. Then in high school it all went to hell: I stumbled through the weeks and months with “D”s and “E”s, barely making it to the following year. I spent every Sunday morning at a math tutor’s but that didn’t help much.

    Our math teacher also carried our physics classes. I’d always liked physics, right until we started doing the same algebra shit as during math lessons. It was not uncommon from our teacher to abandon physics topics altogether and continue with math problems.

    Then came the dreaded day of the exam for the baccalaureate.

    Read the rest of this entry »

    Written on February 9th, 2011
    Categories: Uncategorized
    Tags:

    New tutorial about reflections

    Here is a new tutorial:

    Reflections in Unreal
    View "logo.jpg"A few words on different reflection types, their usage and implementation in Unreal. Read>>

    Enjoy. :)

    Written on February 6th, 2011
    Categories: My projects, Tutorials, UDK
    Tags: ,