B Tutorial 3D Modeling and texturing tutorial (Making of a Shield)

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Romainoir

Sergeant Knight at Arms
1xL84



click on the image to see it in 3D

For this tutorial, I will not explain all the process of making the base model in wings 3D since there is a lot of tutorials covering the use of Wings 3D
http://forums.taleworlds.com/index.php/topic,72860.0.html


Wings-logo.png


So I will just make a slide show to give you the main point and what you need to know !
click on the image to see the pictures

(sorry the upload don't have class my photos by name so it's a mess)

click on the image to see the pictures


models for those of you  who do not have the time : :grin:


Let's recap:

You have to make a base model with on quadric faces and no triangles
You need to put a lot of polygons, otherwise, sculptris smooth it during the importation and you get a bad result.
the low poly model have to match the high poly model and UV don't have to be overlapped





To begin, read the quick help at right bottom
It will help you to move around your object
then import your model (The one, we have made in Wings 3D)

YXlPL.jpg


hf7En.jpg


click on new scene

Ag8QC.jpg

-rvtE.jpg

You can see, that the edges of the model are a bit jaggy, we will remove that by subdivising the model
fEZxk.jpg

and them smooth this edge with the smoothing brush
-QJKh.jpg

PVf-9.jpg


We can begin to sculpt the wood !!!
take the crease brush
fquIk.jpg

and make some lines along the planks

DONT HESITATE TO CHANGE YOUR BRUSH PRESET
fquIk.jpg

IQaCw.jpg

comparison between two brush's preset :
a small with details at medium
a big wih no details
JNuRK.jpg



with the crease brush sculpt the edges of the planks
n7RtH.jpg




Ifyou dislike what you have done in some part, you can smooth them:
q0FQg.jpg



Use the pinch brush
kulW2.jpg

to contract the planks between them and the differents lines we aev previously done with the crease brush
g18XN.jpg


front model finish
cucG5.jpg


back model finish

Hnx-5.jpg


Export your model as: partshielHHP.obj
tGW2B.jpg

Import and smooth your model has we have done previously
YXlPL.jpg

-QJKh.jpg

gC7nB.jpg


Inoption, then background take a picture you want as a reference:
rFaZm.jpg


begin to sculpt the major part of your model with the draw brush
7l_y7.jpg

Vtn1C.jpg


Refine the edges with the crease brush
fquIk.jpg

-0iud.jpg


play with all the brush to get a good result
Don't try to go fast, you have all yourtime  :wink:
zHkHQ.jpg

import the plank shieldpartHHP.obj and add it to the model.
move and scale the model with this two tools:
WJwAv.jpg

VYQLs.jpg

QSJw0.jpg


final result
sT8u2.jpg

Export as entireshieldHP.obj




(click on the image to download the soft)

After completing the high poly shield, and Uvmap your lowPoly,  you will have to bake your textures.
I mean you will extract  informations of the HP shield to bring them via a texture on the LP model that will be ingame.

In order to do that, we will use Xnormal:

First, import you High poly model :
in our case, it will be :entireshieldHP.obj
LBM and add meshes on the high definition meshes panel
a2PVD.jpg

Do the same in the low definition meshes panel.
Import shieldUV.obj
2GA_q.jpg

In Tools panel, click on ray distance calulator
6VQbe.jpg

click on go
rDQXj.jpg

after on minute, click on stop
pQMz1.jpg

Copy the values and hit ok
4Ikq4.png

in the baking option panel do like this:

  • output file: the folder where you will store your baked textures
  • size: to control the size of your texture
  • check the box normalmap
  • check the box ambient occlusion
  • hit generate map
WNqKs.png


you will have two textures:
D07XA.jpg

3vHPu.jpg




ad6813a7336d458574dfa5d60a9787ac.png


import your texture shield_occlusion.tga in photoshop
Z2XBj.jpg

On a new layer, add a wood texture
YfFFc.jpg

set this layer to multiply
PZ3Vu.jpg

duplicate your first layers (AO) to have a copy
1d1wK.jpg

Adjust the levels of the layers to bring the details
hTGUq.jpg

duplicate the wood texture for the back part of your shield
7b2EJ.jpg

merge the two wood texture and duplicate it to have a stronger texture
EXthi.jpg

open a metal texture and make selection
CRTL+C and ...
9T0BA.jpg

CRTL+V in our diffuse texture
NjgQL.jpg

set the layer to multiply and move it at the right place
V8X7Z.jpg

open the shield_normals and go to the blue channel
4CnAv.jpg

go in filter,stylize, find edge
-62XN.jpg

CRTL+A and CRTL+C
Vz-SZ.jpg

CRTL+V in our diffuse texture
znBTm.jpg

CRTL+I to invert it
yt8ti.jpg

set the layer in color dodge mode
K_DGO.jpg

close up
AWnqw.jpg

in filter, blur, gaussian blur, set the value to "1" and click ok
o3Avo.jpg

add a new blank layer and find a color
ob4A2.jpg

paint  the color
dDPVa.jpg

set the layer to soft light mode
iM-zh.jpg

add a new blank layer and draw the forms you want on your shield
l7hTi.jpg

set the layer to soft light mode
ksmWv.jpg

dupplicate the layer 4 times to get the color come back
temmk.jpg


hide all the layers where you have painting
gUn4y.jpg

flatten the image
P7-jy.jpg

in filter, take the normalmap filter
2amoC.jpg

duplicate the layer & set the layer to overlay mode
DBGXb.jpg

duplicate two times more
6OABa.jpg

flatten the image
NMTPP.jpg

open the shield_normal texture (the one give by Xnormal)
pe2z7.jpg

drag the normal map made with the photoshop plugin onto the other one and set the layer to overlay mode
OAsCm.jpg

close up to see the differences
OFQLA.jpg
 
Wow seems really useful, too bad my computer can't display incredibly high poly models as I would use those programs if I could. Very nice tutorial as you show how it is done.
 
This looks really useful, but im not clear on one part. Does the high poly model have to have an almost identical uv map to the low poly one before we even start any of this?

Or does xnormal do this for you? From what iv read I'd guess the high poly model is not uv mapped and instead xnormal takes the sculpted high poly model and kinda merges it with the low poly uv map? Ill give it a try anyway  :???:
 
La Grandmaster said:
This looks really useful, but im not clear on one part. Does the high poly model have to have an almost identical uv map to the low poly one before we even start any of this?

Or does xnormal do this for you? From what iv read I'd guess the high poly model is not uv mapped and instead xnormal takes the sculpted high poly model and kinda merges it with the low poly uv map? Ill give it a try anyway  :???:

HP models never need uvmaps, period. You are baking geometric data from them, not texture data.

You CAN uvmap highpolys if you want to texture using those and bake it down to the lowpoly. It's not commonly done, and often takes longer.
 
i think there's a need to split the Q&A thread. becaue the current one is mostly about coding. which is great. but we need one for modelling/texturing and one for sceneing. right now i am a bit afraid to post questions on the artwork threads because that's the place for people to discuss their models, not HOW to make them.

for example now i'm working on a sci-fi gun. in rhino, all nurbs. then i transform the surface to polygon mesh. then simplify it. then errors in mesh. then i need to manually correct them. the new polygons I add will not unwrap as being from the same mesh when i texture it. even though i join and weld the hell out of it. if i would ask on the Q&A... it would mostly get ignored or answered veeeery late. if i ask on the 3d art thread... people would send me to the Q&A because the 3d art thread is about WIP or completed works.

so. do you guys think it would be a good idea to split the Q&A into 3 different threads? Coding, Modelling/texturing and Sceneing?
 
Great stuff, will give it a try when I have time!

Dawiduh, most sceneing stuff is already asked in the Nordous' Sceners Guild thread, but I guess it could be more clearly pointed to it. But other than that, yes, split em!
 
Bump, make sure this is added to the tutorials section. Don't want it to be lost in forum pages now do we.
 
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