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Minh le
Content Development for TI FPS Game
Character Modeling
Weapon Modeling
Level Modeling
Hong Kong SDU
6,000 – 10,000
polygons
Body, feet, head,
arms are modeled
seperately
Use photographic reference whenever possible.
Minh le
Minh le
Facial modeling using splines
Spline → Mesh
Wrinkles and details
are added using
Mudbox
Create a lo-res
mesh from the
hi-res mesh.
MRM causes nasty artifacts
Fix edges so mesh looks smoother
Create UVMapping co-ordinates for the lo-res
mesh
Use projection mapping to create a Normal Map
Use original photo to create small details
Minh le
Combine the two
Normal maps
Minh le
Weapon Modeling
Use more polygons in area closest to player viewpoint
Maximize UVWMap so important areas have more
UVW Space
Minh le
Minh le
Texture map creation
Setup lights to render ambient shadows
Ambient Occlusion Render
Minh le
Minh le
Level Creation (Tree Models)
Minh le
Minh le
Minh le
Minh le
Onyx Tree (procedural tree modeler)
Select a few branches and export to 3dsmax
Break the branch into smaller branches and
render them to a texture.
Minh le
The lo-poly branches look great from the side but
a bit flat from other angles.
The mini-branches are placed onto the tree trunk.
Minh le

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Minh le