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# DoW 3d Modding - Best Practises Guide # (Update - Oct03, 2008)

  1. #1
    Resident AI guy thudmeizer's Avatar
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    # DoW 3d Modding - Best Practises Guide # (Update - Oct03, 2008)

    With the help of Stevo, WinterDyne, and Leftwing I've put this quick "3d Modding in DoW" list together so anyone can quickly follow some simple guidelines towards ensuring your work passes seamlessly through our environment.

    Please contribute to this list and I'll revise it.

    I currently need some good animation tips.

    Modelling Tips:

    1) As few vertices as is required to give a good representation of form
    2) Mix of Triangles And Quads! If using only quads = organic shapes aren't as great as they can be. If only using tris: mesh gets messy.
    3) Model in a pose suitable for rigging, not one that looks 'cool'
    4) Remember to have 'flexible' areas near joints that will be skinned, to avoid distortion when animated
    5) Do not rely on intersection of polygons at joints. If separate surfaces are used for jointed areas, both surfaces should be closed to avoid holes appearing when animated, but ideally vertices should be collocated and then assigned the same weighting values
    6) If you model in editable poly's remember to convert objects into editable meshes
    7) Never collapse the skin modifiers
    8) Export your model before it is skinned in order to check for errors. Keeping a closed mesh helps this problem, but problems sometimes crop up when using models exported from a program other than 3ds max. If the exporter gives the error "Unable to build mesh!" then try using the "STL Check" modifier on the model to highlight problems
    9) A clean mesh with nice topology is paramount.
    Use the unwrapping phase to double-check your model's consistency: faces/edges with no geometry or several vertices overlapping should be easier to spot

    Other Modelling tips:
    a) No distortions in the model
    b) No floating polygons everywhere
    c) No holes in the mesh
    d) No intersections which aren't joined/welded (parts of the model are floating which should not be)
    e) Have some parts of the model that are symmetrical

    Uvwrapping Tips:
    1) Your texture need to be an interesting artwork to look any good on a model. Think about your UV layout so it doesn't frustrate your painting abilities: Consistent pixel density but also placing UV seams in relevant area is crucial to make your texturing as fun and compelling as possible.
    2) Identify ideal seam locations - along 'hard' symmetrical lines, or in an unexposed area, such as the inside leg and side of the neck to behind the ear.
    3) Use a checkerboard texture to adjust UV's in order to obtain a consistent pixel density and solve alignment issues if regular patterns need to be applied, such as stripes and checkers
    4) Think about the surface detail and reuse areas of the texture that have similar details or gradients. This will allow a sharper appearing texture.

    Texturing Tips:
    1) Always work on a resolution at least twice the size of the final result i.e 2048*2048 if your texture is 1024*1024: reduction will make your work look much more detailled and interesting
    2) Use a single 512x512 for a standard infantry unit. If you want to use 1024x1024, the unit will look much better but suck up more processing memory
    3) Always think about how much detail (pixel density) you need on a unit based on its importance
    4) In general you want as few textures as possible on screen at once (drawn from any particular race's texture share)
    5) Work with layers -- Keep layers separated and well labeled on your work folder. Only merge/ flatten your layers on final result and keep your working sources intact.
    6) Especially in DoW, it saves a lot of time to define colour masks early in the texturing stage, and it can also be use to generate alpha masks for team colourable purpose.

    Rigging Tips:
    1) Ensure all vertices are accounted for, and that collocated vertices have the same weighting to prevent the model from splitting when animated
    2) Be prepared to adjust weights by hand - A common error is receiving invalid weighting errors on certain vertices of a model. To remedy this go to the vertices in the weight table in the skin modifier and set their weightings to manual. This generally does the trick, if it doesn't you may have to tweak the weights slightly
    3) No vertex may be weighted to more than 4 bones. This is an absolute limit
    4) When creating an animation skeleton from scratch, keep the amount of bones as low as possible: a complex skeleton demands significant power horse from CPU/GPU and takes more time to animate

    Animation Tips:
    1) The DoW engine doesn't recognize scaling bones so never rescale a bone within an animation. If you want something to expand and contract then you'll have to add multiple bones

    OE Tips:
    1) Use the space marine ebp/sgm files provided with the mod tools as a template. Although they may not use the best methods, they work well and can save a lot of time with the ready made action/motion trees with conditions. For instance if you are creating a basic infantry unit then importing all of the actions and motions from the space marine ebp is a good start and is the quickest way to learn how the OE works.
    2) Follow HorusHeretic's OE Tutorials

    FX Tips:
    1) Excellent Relicnews thread
    2) Try to add fx and sounds as you add in animations. Even if you use placeholders, the fx or sound used can be changed easily later by modifying the event. Always remember water and footfall fx.

    Useful Online Tutorials:
    - Independant 3dsMAX 9 Mega Tutorials *HIGHLY RECOMMEND*
    - Free Autodesk 3dsMAX 9 Tutorials
    - UVW Wrapping Tutorial
    - 3dsMax9 "Making Of" Tutorial
    - Excellent Tutorial Page

  2. #2
    Hey Thud,

    I will bash some anim tips up...I will look to hacking up a Top Ten Anim Do's & Dont's!

    Great list, can I add another modelling items:

    6) If you model in Editable Poly's remeber to Convert objects into Editable Meshes.
    7) Never collapse the Skin Modifiers.

    Cheers,

  3. #3
    Resident AI guy thudmeizer's Avatar
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    Thanks a bunch! Those are added now. Any animation ones would be indispensible!

  4. #4
    A common error is recieving invalid weighting errors on certain vertices of a model. To remedy this go to the vertices in the weight table in the skin modifier and set their weightings to manual. This generally does the trick, if it doesn't you may have to tweak the weights slightly. I'm not sure what the cause of the problem generally is in the first place.

    Also the model should be exported to game before it is skinned in order to highlight any dodgy tris or whatever that the game will throw up errors about. Keeping a closed mesh helps this problem, but problems sometimes crop up when using models exported from a program other than 3ds max.

    It might be useful to get a list of errors from the model export script and what they mean.

    As for animating tips, the only one I can think of from the top of my head is that the DoW engine doesn't recognise scaling bones. So never rescale a bone within an animation, if you want something to expand and contract then you'll have to add multiple bones.

  5. #5
    Resident AI guy thudmeizer's Avatar
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    Thanks Kavey -- suggestions added!

  6. #6
    Number 8 under modelling tips (A common error is receiving invalid weighting errors...) should be under rigging, it's kind of already mentioned by "2) Be prepared to adjust weights by hand".

  7. #7
    Resident AI guy thudmeizer's Avatar
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    Rectified!

  8. #8
    Rewrite of 8 in modelling -

    8) Export your model before it is skinned in order to check for errors. Keeping a closed mesh helps this problem, but problems sometimes crop up when using models exported from a program other than 3ds max. If the exporter gives the error "Unable to build mesh!" then try using the "STL Check" modifier on the model to highlight problems.

  9. #9
    Member elfurreto's Avatar
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    Modeling Tips regarding "closed" mesh

    Pro/Boolean "Compound" Tips Exemple

    This can be quite usefull, instead of manually get rig of "face" or "target Weild"ing "verts"

    (note i'm using max2008... i've heard 3dsmax 9 is having a hard time using compound, but i didn't check myself )

  10. #10
    Resident AI guy thudmeizer's Avatar
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    How to make the perfect sphere?

    Edit.. Uhmmm..

    WOW!

    3dsMax 9 full tutorials? Am I dreaming?

    ElFurreto - please tell me that site stays up for a long time?!? Some of that stuff on their is utterly invaluable for all Max users. Hell, its insanely indispensable for anyone especially since it has full step-by-step lessons and hundreds of pages of examples.
    Last edited by thudmeizer; 28th Aug 08 at 10:18 AM.

  11. #11
    Member elfurreto's Avatar
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    Thud my freind... fear not as i'll *cough, cough* see it's always somewhere on the net.
    meanwhile,
    Max8 Tutorial exemple (3D Scene, step-by-step exemple)

    here is the full Max 8 Tutorial Files
    containing all the Max scene exemple which is part of the Documentation that came with 3dsmax studio... when you Buy the prog indeed....
    But Autodesk was "kind" enough to provide us with a download version of it

    --note: It's not much... but i really hope those link will help the community, because i can't do much these day with school & job that are soooooo demanding
    Last edited by elfurreto; 28th Aug 08 at 3:40 PM.

  12. #12
    Resident AI guy thudmeizer's Avatar
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    I would think the official autodesk content is NOT as rich a lesson for aspiring Max users as is the first site you sent me too because Autodesk would not want to divulge everything about their product so the market would not bother buying into help content apart from the flagship product.

  13. #13
    Modelling
    3) Beg to differ:
    "If" the modelling pose is not fit for rigging, the character can easily be "reposed" for skinning purpose afterward.

    A relax (cool) pose is preferable as is helps to define character attitude (which is crucial).
    The key is to get a good character, with nice and unstretched/unsquatched textures on something close to a standing pose.
    Model and texture stretching will necessarilly occur during animation.The best we can do about it is to get a topology that can hold an animation stress test.

    9) A clean mesh with nice topology is paramount.
    Use the unwrapping phase to double-check your model's consistency: faces/edges with no geometry or several vertices overlapping should be easier to spot.

    Rigging
    4) When creating an animation skeleton from scratch, keep the amount of bones as low as possible: a complex skeleton demands significant powerhorse from CPU/GPU and takes more time to animate.

    Unwrapping
    1) Your texture need to be an interesting artwork to look any good on a model.
    Think about your UV layout so it doesn't frustrate your painting abilities:
    Consistent pixel density but also placing UV seams in relevant area is crucial to make your texturing as fun and compelling as possible.

    Texturing
    0) Always work on a resolution at least twice the size of the final result
    i.e 2048*2048 if your texture is 1024*1024: reduction will make your work look much more detailled and interesting.

    4) Work with layers
    Keep layers separated and well labelled on your workfolder.
    Only merge/ flatten your layers on final result and keep your working sources intact.

    5) Especially in DoW, it saves a lot of time to define colour masks early in the texturing stage, and it can also be use to generate alpha masks for team colourable purpose.

  14. #14
    Resident AI guy thudmeizer's Avatar
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    Updated! Thanks Lokkee for that input!

  15. #15
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    UVW unwraping tutorial
    3DS MAX Making of Tutorial
    Having looked about I've found two useful tutorials.
    -Ulti-

  16. #16
    Hmm you want OE tips, now that's a tricky one.

    I strongly suggest to anyone new at using the OE for them to use the space marine ebp/sgm files provided with the mod tools as a template. Although they may not use the best methods, they work well and can save a lot of time with the ready made action/motion trees with conditions. For instance if you are creating a basic infantry unit then importing all of the actions and motions from the space marine ebp is a good start and is the quickest way to learn how the OE works.

    (That really needs paraphrasing)

    Try to add fx and sounds as you add in animations. Even if you use placeholders, the fx or sound used can be changed easily later by modifying the event. Always remember water and footfall fx.

    Anyone else have any ideas? There are plenty of good OE tutorials which are difficult to sum up in a line. Anyone have any input about XREFing animations? I've never really had to do it given that very few 'nids have similar bone structures!

  17. #17
    Resident AI guy thudmeizer's Avatar
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    DoW 3d Modding Vets: WE NEED more Animation and OE tips!

  18. #18
    Resident AI guy thudmeizer's Avatar
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    Anyone with more tips for Animation and OE ?

  19. #19
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    Added another real cool tutorial page!

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