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# 31 02-01-2012 , 09:06 AM
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Well, I've been working on the habitat ring some more. The air locks on the prominade take you to different sections on the habitat ring where there are 6 shuttle bays and several corridors and some conduits you can crawl through. You can go completely around the habitat ring. There's one room that has a blast door that opens up to a sweet view of the station. However, the habitat ring is sooooo huge that it slows down the battle quite a bit. Also, if you go down a certain corridor and climb 4 stories up a latter, you end up in a room with a couple of vehicles. You can then take those vehicles through a transporter which takes you to a MASSIVE race track on the outer ring where all the docking ports are. The race track goes completely around the outer ring and has several obstacles. But again, it's soo massive. It would take several minutes just for your character to run completely around the outer docking ring. I didn't realize how big ds9 space station was until working on this project. Anyway, with the outer ring so huge, the textures that would be required would eat up way too much memory.
The promenade seems to be the perfect size for the battleground and so I'm going to switch my focus back on that and get rid of the habitat ring and the outer docking ring. Not having an explorable habitat ring or outer ring will free up more geometry and such which means I can add more to the promenade. It's not a complete waste of time either because I learned quite a bit.
I hate to get rid of the habitat ring and outer docking ring but I need to cut the umbilical cord because I think in the end it will hinder the battle instead of making it more fun. I think it would be great for an exploring type game but not for a deathmatch battle.


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# 32 02-01-2012 , 12:18 PM
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Well, I've been working on the habitat ring some more. The air locks on the prominade take you to different sections on the habitat ring where there are 6 shuttle bays and several corridors and some conduits you can crawl through. You can go completely around the habitat ring. There's one room that has a blast door that opens up to a sweet view of the station. However, the habitat ring is sooooo huge that it slows down the battle quite a bit. Also, if you go down a certain corridor and climb 4 stories up a latter, you end up in a room with a couple of vehicles. You can then take those vehicles through a transporter which takes you to a MASSIVE race track on the outer ring where all the docking ports are. The race track goes completely around the outer ring and has several obstacles. But again, it's soo massive. It would take several minutes just for your character to run completely around the outer docking ring. I didn't realize how big ds9 space station was until working on this project. Anyway, with the outer ring so huge, the textures that would be required would eat up way too much memory.
The promenade seems to be the perfect size for the battleground and so I'm going to switch my focus back on that and get rid of the habitat ring and the outer docking ring. Not having an explorable habitat ring or outer ring will free up more geometry and such which means I can add more to the promenade. It's not a complete waste of time either because I learned quite a bit.
I hate to get rid of the habitat ring and outer docking ring but I need to cut the umbilical cord because I think in the end it will hinder the battle instead of making it more fun. I think it would be great for an exploring type game but not for a deathmatch battle.

I don't know how the engine works, but can't you just make it as a separate level while giving it the impression that you just entered the other areas because your character enters through the door? That way the game won't have to load all the stuff that you might not even want to use and slow down your game.

I'm having a similar problem with my Solar System scene. It's too big and I have to watch what effects / objects I add, else the scene is also choppy/will crash Maya or mental ray will crash if not just going slower. Could solve it by filming in separate scenes for the far areas, but I like the view from both far and near areas to be realistic.

# 33 02-01-2012 , 04:42 PM
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You are able to load separate scenes by programming it in. Would be triggered by a proximitytrigger and then load. As for the textures you should be able to define the resolutions within the engine depending on what geo you select. That way the things that are the farthest away can have the least amount. Also the idea of occlusion culling could be utilized to keep the draw calls down and have your fps running much higher.

Silverfeather. You might want to look into using proxies to lighten your solar scene. Within C4D if I have a lot of objects within one scene I have multiple versions of a object that I externally reference with hi and lo settings that I trade out prior to rendering...

# 34 02-01-2012 , 05:59 PM
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You are able to load separate scenes by programming it in. Would be triggered by a proximitytrigger and then load. As for the textures you should be able to define the resolutions within the engine depending on what geo you select. That way the things that are the farthest away can have the least amount. Also the idea of occlusion culling could be utilized to keep the draw calls down and have your fps running much higher.

Silverfeather. You might want to look into using proxies to lighten your solar scene. Within C4D if I have a lot of objects within one scene I have multiple versions of a object that I externally reference with hi and lo settings that I trade out prior to rendering...

Well, the only thing that doesn't get lighted is the smoke (which was imported). It seems to be present as it casts a shadow / looks like dark smoke, but it will not reflect light.
I cannot figure out what to search for, as proxies can be of multiple types and typing Light Proxy doesn't yield anything that I need. I am still not satisfied with the speed of the scene either when it comes to those particles.

I'll test to see if particles that are made in the scene can be lighted.

# 35 02-01-2012 , 06:00 PM
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Thanks Chavfister and SilverFeather. I've decided to keep the habitat ring and the outer docking ring and apply your suggestion about separating the rings from the prominade with proximity. I think it's called level streaming. I'll check it out and try and implement it.

I'll need to study udk lighting to figure out the best way to light everything. Because of the lighting, it takes 3 to 4 minutes to build each time I add new stuff. I also get alot of error messages saying that I don't have lightmap index for each mesh so I'll have to figure out what that means and how to solve it.

As far as geometry, my entire scene is less than 25k tris. I don't know how many tris are ok for a game environment but I'm guessing I'm on the low side.

Didn't feel like recording a play test of everything so here's some screen shots.

Attached Thumbnails

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# 36 05-01-2012 , 04:03 AM
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I made another learning mistake haha. I put the latest udk version on my computers. However, when I tried to test it out in multiplayer, to my surprise, it didn't' work.

In the december release, the multiplayer start game button doesn't work. At least not on my computers.

Unfortunately, you can't play maps in older versions of udk if they were created in newer versions. My november release of udk has no trouble starting multiplayer games but I've made alot of changes to my map using december's release. I'm not very willing to redo all the changes either.

Hopefully, when they release January 2012 version, it will be working again. Next time, I'll check out the newer releases thoroughly before making any changes to my maps. Lesson learned.


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# 37 05-01-2012 , 12:49 PM
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I made another learning mistake haha. I put the latest udk version on my computers. However, when I tried to test it out in multiplayer, to my surprise, it didn't' work.

In the december release, the multiplayer start game button doesn't work. At least not on my computers.

Unfortunately, you can't play maps in older versions of udk if they were created in newer versions. My november release of udk has no trouble starting multiplayer games but I've made alot of changes to my map using december's release. I'm not very willing to redo all the changes either.

Hopefully, when they release January 2012 version, it will be working again. Next time, I'll check out the newer releases thoroughly before making any changes to my maps. Lesson learned.

Now that's annoying. If they could have released a patch for it, maybe it would have been better.

# 38 05-01-2012 , 09:32 PM
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Yeah, annoying but that's ok, they come out with a new release every month. Also, I'm not very willing to redo everything but I'm even less willing to wait a whole month to be able to multiplay test it so I'm going to redo it all in the November release.

I've been mostly focused on the game play and not so much on visual. I figured if it looks good but plays lousy...failure. I also believe that if it looks lame but plays good, then it's still somewhat successful. That's just my opinion.

I'm totally sastisfied with the current map layout and I'm enjoying this so much that I think I'm going to go all the way with this one (at least the best I know how). I'm going to create normal maps and emissive lighting, etc.

I do have a question already regarding textures. If I have 4 different crates to model should I create 1 texture to cover all 4 crates, or should I have 4 individual textures (1 for each crate)? Is there a general rule to follow when deciding what should be included for each texture?

For example, the airlocks have a door, steps, and inside walls/floor/ceiling as well as a few items attached to the walls. Would I create 1 texture for all that? Or would I create a texture for the door, a texture for the walls/floor/ceiling, a texture for the objects attached to the walls, etc? I'm totally clueless.


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# 39 05-01-2012 , 09:41 PM
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Yeah, annoying but that's ok, they come out with a new release every month. Also, I'm not very willing to redo everything but I'm even less willing to wait a whole month to be able to multiplay test it so I'm going to redo it all in the November release.

I've been mostly focused on the game play and not so much on visual. I figured if it looks good but plays lousy...failure. I also believe that if it looks lame but plays good, then it's still somewhat successful. That's just my opinion.

I'm totally sastisfied with the current map layout and I'm enjoying this so much that I think I'm going to go all the way with this one (at least the best I know how). I'm going to create normal maps and emissive lighting, etc.

I do have a question already regarding textures. If I have 4 different crates to model should I create 1 texture to cover all 4 crates, or should I have 4 individual textures (1 for each crate)? Is there a general rule to follow when deciding what should be included for each texture?

For example, the airlocks have a door, steps, and inside walls/floor/ceiling as well as a few items attached to the walls. Would I create 1 texture for all that? Or would I create a texture for the door, a texture for the walls/floor/ceiling, a texture for the objects attached to the walls, etc? I'm totally clueless.

Yeah, some of the best games don't put too much accent on textures but on story and action. It's a bonus if there'd be awesome textures, action and story at the same time, but having the base (story and action) is required for a successful game.

About the crates, I'd put the same texture on all if they are not important / not meant to differ.
About the door and other things... it depends how it would fit the object. You could make the UVs show a different portion of the texture on each object so that would make it differ a bit while using the same texture. But this is just my opinion, I'm not a pro at this.

# 40 06-01-2012 , 06:58 AM
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First normal map of the project but it's only partial as the rest of the turbo lift needs adjusted. The normal on the rest is too strong. I'll finish it tomorrow and post a final of the whole thing. It will all be 1 texture.

I'll need to adjust the door as well because there's a rivet near the top that's too close to an edge for my taste.

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# 41 06-01-2012 , 12:04 PM
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First normal map of the project but it's only partial as the rest of the turbo lift needs adjusted. The normal on the rest is too strong. I'll finish it tomorrow and post a final of the whole thing. It will all be 1 texture.

I'll need to adjust the door as well because there's a rivet near the top that's too close to an edge for my taste.

Looks cool and I like those fancy spikes/bumps on it.

# 42 06-01-2012 , 10:20 PM
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I ran into a piece of geometry I can't get a complete normal map on. See video for what I'm wanting and what I've tried.

Normal Mapping Issue - YouTube

Here's screen shot of the occlusion and normal maps that were created in the video. Oh yeah, I also tried separating the high rez version into two separate pieces of geometry and then using combine on them. That didn't work either.

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# 43 06-01-2012 , 10:45 PM
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Could I have a closer look at your UVs..................dave

Edit:Have you tried just auto mapping then doing the normal map?




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Last edited by daverave; 06-01-2012 at 10:50 PM.
# 44 06-01-2012 , 11:03 PM
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Yes, I've tried auto mapping on both low res and high res. I've tried leaving the uv's at full 1,1 scale as well.

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# 45 06-01-2012 , 11:12 PM
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There is some thing silly going on here but not sure what it is, have you tried xnormal............dave




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