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How was the model created?
This is not a step by step tutorial, because
it's too complex to describe. Instead, this is a general overview
of the tools and techniques used to make the model. You can find
tutorials on various techiques by searching google.
Tools used:
3D Studio Max, Character Studio, Metareyes, Photoshop, and Unreal Editor.
First, let me say that I chose to do this
project, because creating realistic humans is a very difficult
and challenging process. In addition, I have been pumping iron
since I was in high school, so naturally, I had an interest in
creating a muscular human. Also, I started this project just
before "The Hulk" came out, so there was a lot of hype
about it. I really liked the CG muscles ILM created, and wanted
to imitate it in UT 2003.
In order to reuse my work, I created the model
with human proportions. I made it fit the UT rig, and Hulk proportions
by modifying the low polygon model.
The first step was to create a high polygon
model so I could use it as a texture reference. I used a plugin
for 3DS Max called Metareyes, because it is able to create fairly
realistic looking muscles. I have tried Clay Studio Pro, but
it's not quite the same.
I used anatomy drawings, and Mr Olympia photos
as a guide for creating individual muscles.
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| I decided to
create half the model, because working with Metareyes is a slow
and difficult process. Modeling using metaballs requires endless
tweaking and changing, because the results vary widely. There
are many unexpected results that occur with each metamuscle you
create. In the end, there were over 100 metamuscles. The box
on the right side of the body is a centerline reference. |
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After the metaball work was complete, I converted
it to a high polygon mesh. With the mesh complete, I lit the
model to bring out the muscle detail while trying to avoid dark
shadows on large parts of the model. Finally, I created an orthographic
camera, and animated it in a way that it revolved around the
centerline. I set it to 720 frames, and rendered every 3rd frame.
In photoshop, I recorded an action that cropped
a thin slice of the image, then stitch all the slices together.
The end result was texture that could be wrapped around the low
polygon mesh using a cylinder map.
New cameras were created for the arm and leg.
The cameras were rotated around the center axis of the limbs.
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| I assemble the
textures for the body into a single map. IF you have never used
Photoshop before, I can only suggest that you save each component
on separate layers. This is the real power of Photoshop. It really
makes work easier. |
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As you can see in the image above, I used
a cylindrical map around the torso. I also used the UVW unwrap
modifier. The same was done for the limbs. I had to cut the torso
at the waist, and map the leg separately, because I couldn't
get the cylinder map to match up with the rendered texture image.
If this sounds confusing, it was even more confusing when I tried
to deal with this problem. In other words, I had to break the
model into three pieces instead of two, so I could map the legs
properly.
The low polygon model was created from the
high polygon mesh. I used a combination of the optimize, and
multires modifiers. It worked out pretty good, but I still had
to fix a lot of individual faces by deleting them, and building
new ones.
I added a hand an foot later, then mapped
them using a more traditional technique.
In Photoshop, I had to try and match all the
border areas of the model. There are always seams where two different
maps meet, so this is just a matter of paint, render, repeat...
After a day or two of this, the seams look less obvious.
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After the mapping phase was complete, I mirrored
the half body. As you can see, the model doesn't have an accurate
human shape, so I had to tweak the vertices in order to correct
the proportions, and symmetry.
Since gamers prefer models with outrageous
proportions, I modified it even more. Based on my previous modeling
experience, I anticipate big problems with the bones animation.
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The end result is a model with ridiculously
huge muscles. This made bones deformations a problem, because
the normal UT models were much thinner except for the Juggernauts.
From past experience, I knew I couldn't use the Juggernaut because
it does some very strange things to your model. Parts of your
model turn in to shoulder pad-like forms. I ended up using the
human male animations, because it had the least problems. Still,
I spent about a full day tweaking, and checking the biped envelopes.Things
work better when you make your own customs animations, but that
would be too time consuming for this project.
My only tips for dealing with the biped envelopes,
is to keep the default bind, then import him into UED, and check
the results. Work on the lower part of the body first, starting
with the toes, then work your way up the body. Modifying the
envelopes in the upper body is the most difficult, so save it
for last. Ignore the problems in other parts of the body, and
concetrate on the portion you are modifying. Another thing to
keep in mind is that you should try and avoid increasing the
radius of and envelope. Do it only as a last resort, because
it will have a dramatic impact on other parts. For example, increasing
the spine envelope will cause the upper arm to bend and distort
like spaghetti. Conversely, increasing the arm envelope will
cause the chest, and ribs to cave in. Instead, you should try
and adjust the child/parent overlap. This usually improves the
deformations. Once you have that dialed in, then you can experiment
with changing the evelope radius. Finally, the last step is to
alter the vertex assignment. The thighs, and head always need
reassignment.
After importing it into the game, there were
noticeable problems with the texture maps. I spent several days
adjusting the maps by toning down the highlights, and shadow
areas. The face, and body also had mismatch problems, because
one was using alpha mask and the other didn't. This was very
time consuming, and I hope it looks good on most monitors. I
could only check it on my LCD, so I can't be sure how it would
look on a CRT. Also, I made sure that the UT video was set to
the default settings before I began tweaking the textures.
I didn't have time to to tone down all the
dark shadow areas. The dark shadows on the inner surface of the
arm really bugs me, so I'll have to revisit it on a later project.
In conclusion, this model represents about
200 hours of work. Most of it was spent refining and reworking
the details. I began the project in early 2003, and completed
it in mid 2004. Near the end, I had to rely on shortcuts, and
skipped some of the finest details that needed work, because
I just didn't have the time. If I was paid for the effort, it
would be a different story. Overall, it was a lot of work, but
I accomplished what I set out to do. I hope people will enjoy
playing this model.
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