Game Art Complete This page intentionally left blank Game Art Complete All-in-One: Learn Maya, 3ds Max, ZBrush, and Photoshop Winning Techniques Edited by Andrew Gahan AMSTERDAM • BOSTON • HEIDELBERG• LONDON NEWYORK • OXFORD • PARIS • SANDIEGO SANFRANCISCO• SINGAPORE• SYDNEY• TOKYO Focal Press isanimprintofElsevier Focal Press is an imprint of Elsevier. 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA Linacre House, Jordan Hill, Oxford OX2 8DP, UK © 2009 Elsevier, Inc. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means—electronic, mechanical, photocopying, scanning, or otherwise—without prior written permission of the publisher. Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone: ((cid:2)44) 1865 843830, fax: ((cid:2)44) 1865 853333, E-mail: [email protected]. You may also complete your request online via the Elsevier homepage (http://elsevier.com ), by selecting “ Support & Contact ” then “ Copyright and Permission ” and then “ Obtaining Permissions. ” Recognizing the importance of preserving what has been written, Elsevier prints its books on acid-free paper whenever possible. Library of Congress Cataloging-in-Publication Data Gahan, Andrew. Game art complete: all-in-one: learn Maya, 3ds Max, zBrush, and Photoshop winning techniques / Andrew Gahan. p. cm. Includes index. ISBN 978-0-240-81147-5 (pbk. : alk. paper) 1. Computer games—Design. 2. Computer animation. 3. Computer graphics. I. Title. QA76.76.C672.G32 2008 794.8’1536—dc22 2008036474 British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: 978-0-240-81147-5 For information on all Focal Press publications visit our website at www.books.elsevier.com 08 09 10 11 12 5 4 3 2 1 Printed in Canada Contents I ntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .vii C hapter 1 Creating a Box Using 3ds Max (Andrew Gahan) . . . . . . . . . . . . . .1 C hapter 2 Creating an Oil Drum Using 3ds Max (Andrew Gahan) . . . . . 19 C hapter 3 C reating Texture Maps from Photographs Using Photoshop (Andrew Gahan) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 C hapter 4 Creating Normal Maps Using Photoshop and Crazy Bump (David Wilson) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71 C hapter 5 Concept Art (Jason Patnode) . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 C hapter 6 Anatomy (Jason Patnode) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 C hapter 7 A Basic (Game) Art Education (Luke Ahearn) . . . . . . . . . . . . . 133 C hapter 8 The Basic 3D Kit Using Maya (Jean-Marc Gauthier) . . . . . . . 165 C hapter 9 Pipeline and Modeling Guidelines Using Maya (Jason Patnode) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227 C hapter 10 Overview of Maya (Jason Patnode) . . . . . . . . . . . . . . . . . . . . . . 235 C hapter 11 Introduction to ZBrush Modeling (Jason Patnode) . . . . . . . 297 C hapter 12 Designing Your First Biped Character Using Photoshop and Maya (Cheryl Cabrera) . . . . . . . . . . . . . . . . . . . 315 C hapter 13 Creating Your First Biped Character: Modeling Basics Using Maya (Cheryl Cabrera) . . . . . . . . . . . . . . . . . . . . . 349 C hapter 14 Creating Your First Biped Character: Facial Expressions Using Maya (Cheryl Cabrera) . . . . . . . . . . 435 C hapter 15 Creating Your First Biped Character: Shading and Texturing Basics Using Maya (Cheryl Cabrera) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 455 C hapter 16 High Poly and Low Poly Character Modeling Using 3ds Max and Photoshop (Tom Painter) . . . . . . . . . . . . . 469 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 597 v This page intentionally left blank I ntroduction T he purpose of this book is to give artists and modelers who may be new to 3D modeling and animation, or who may want to expand their skill set, an overview of the four main programs with some tutorials to get them started. W e will take you through a series of tutorials, covering the following topics: Character concepts ● Anatomy ● Low-poly asset modeling in 3ds Max ● Normal maps, including CrazyBump ● Creating texture maps from photographs ● Alpha maps ● Color theory ● Maya’s interface ● Creating a low-poly character in Maya ● Production pipelines ● Introduction to ZBrush ● Workfl ow ● Rigging a character ● Facial expressions ● Shading and texturing ● Low- to high-poly modeling ● Complex mapping and textures ● UVTool ● I will be introducing you to a number of authors, all specialists in their fi elds, who will in turn introduce you to Photoshop, 3ds Max, Maya, and ZBrush. These are the four main programs used in 3D modeling, game development, TV, design, architecture, print media, and many other industries. Understanding the basics of all of these programs will save you a lot of time when developing new ideas for your work. W e will be kicking off with some basic modeling techniques using 3ds Max and Photoshop, written by myself, and by getting to grips with normal maps with David Wilson, one of the senior lecturers from the University of Derby in the UK. These initial four chapters take the complete beginner in modeling for games to a competent level where they can be producing fi nal artwork for current games. W e will then move onto two chapters on concept art and anatomy with Jason Patnode. These chapters have been added to the book to get artists and designers to start thinking about how they start to create concept art; in this case, specifi cally concept art for characters. There is also a good introduction vii Introduction to anatomy to help every artist to create great-looking designs that can be modeled. W e will discuss preparing for texture creation in great detail, with Luke Ahearn covering all aspects including shape and form, light and shadow, as well as the general usage and creation of game textures. W e then move onto some Maya character modeling with Jean-Marc Gauthier and Jason Patnode, looking at some diff erent techniques and approaches, including the introduction of ZBrush. It’s important to know that there are a number of diff erent methods and techniques for creating similar pieces of work in multiple software packages, and we hope to give you quite a thorough introduction to the most popular ones in this book. T hen we continue with some character rigging, facial expressions, texturing and shading to almost complete the picture, with us ending with a mega build in 3ds Max of a low- to high-poly character, including baking the high-res details onto the low-res model and creating all the texture maps with Tom Painter. I t was really diffi cult to pick the best parts of each software package to focus on, so we decided upon this general approach with a slight bias to looking at characters. It would be impossible to cover every aspect of game art creation for every genre of game on every platform in just one book, so we have focused on the core strengths of each software package and will introduce you to all of them. T his book can be picked up at any chapter, so feel free to jump in and out wherever you like. Try looking at all of the software packages and try to be disciplined enough to continue with a good working knowledge of them all. T here are lots of diff erent game developers all over the world and they all favor diff erent software packages. The ones defi ned and explained in this book are the core for almost all developers, so if you can gain a good working knowledge of all of them before you decide to specialize, you may create more opportunities for yourself in the future. Good luck with your modeling and development and remember to have fun with it. Now let me introduce you to the authors. Luke Ahearn, 3 D Game Textures: Create Professional Game Art Using Photoshop (ISBN-10: 0240807685) Luke has been a professional game developer since 1992. He has served in lead positions such as designer, producer, and art director on seven published game titles, including Dead Reckoning and America’s Army , and has worked as a background artist at EA. He has authored numerous books on game viii Introduction development and ran his own computer game company for ten years. Currently, he is the art director and a partner of ICPU . Luke contributed Chapter 7 to this book. Cheryl Cabrera, An Essential Introduction to Maya Character Rigging (ISBN-10: 0240520823) Cheryl is an Autodesk Certifi ed Instructor in Maya and has been a professor in the Animation Department of the School of Film and Digital Media at the Savannah College of Art and Design since 2001. She has a background in education and acting, and in addition to her work in 3D, she is an exhibiting painter and has participated in numerous group and solo exhibitions in the United States. Her award-winning students have been featured in animation festivals worldwide and work throughout the gaming and entertainment industry. Cheryl contributed Chapters 12, 13, 14, and 15 to this book. Andrew Gahan, 3 ds Max Modeling for Games: Insider’s Guide to Game Character, Vehicle, and Environment Modeling (ISBN-10: 0240810619) Andrew joined the games industry in 1992 as an artist and has subsequently worked at all levels of the industry throughout his career. Roles have included senior artist, lead artist, art manager, art director, art outsource manager, and producer. He is currently working on the MotorStorm series for PlayStation 3 at Evolution Studios/Sony Computer Entertainment. Andrew contributed Chapters 1, 2, and 3 to this book. Jean-Marc Gauthier, B uilding Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film & the Web (ISBN-10: 0240806220) Jean-Marc, director of Tisch Asia Animation and the Digital Arts MFA program in Singapore, is an assistant art professor at New York University, Tisch School of the Arts. Jean-Marc teaches interactive 3D animation and game production. He creates interactive projects crossing the borders between arts, sciences, architecture, animation, virtual spaces, games, and museum installations. His interactive media art works have been presented at venues internationally, including New York’s American Museum of the Moving Image, Institute of Fine Arts, and Chelsea Art Museum, File Festival (Brazil), Ars Electronica Festival (Austria), Daegu Art Center (South Korea), Cite des Sciences Villette-Biennale Numérique (France), Le Cube (France), MAMAC (France). Jean-Marc’s recent entertainment projects include Cold Stone Dead Serious , a 3D interactive game for a theater play; NightHawks, a gaming installation interacting with a large audience inside a public park; and Aphrodisias, a virtual archeology immersive display in a museum. He has collaborated on numerous educational and scientifi c visualization projects, including ix