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The Spider






The Purpose of the task is to create a textured model of a Spider creature based on a concept presented on fig.1.

Figure 1.

 

Specifications on modeling this creature

1. The game has customization, which is realized by morphing armor model and by shifting the position of the armor skeleton bones.

2. The first iteration of hi-res model should represent rough model of creature shown on fig.1. Let us check the rough model for basic shapes and volumes. Second iteration of modeling is the hi-res with details and material textures (relief).

3. Hi-res model of the creature should be delivered in ZTL format. (ZBrush).

4. The scale and the orientation of the hi-res model should be the same as in the default character model provided with character body model. Model orientation: up: Z, forward: -Y, side: X

5. Texture dimension:

· Creature Source texture: 2048x1024 these source textures are used in the cinematic;

· Creature In-Game texture: 1024x512

6. Creature or the elements of the model could be used for generating in-game icons.

7. LOD: Two LODs have to be created. Every LOD uses same textures which are used by original model. Every consequent LOD should consist of twice less quantity of polygons comparing to previous one. Example,

· Original model: 10000 tris, original texture

· First LOD: 5000 tris, original texture

· Second LOD: 2500 tris, original texture

 

Polygon budget:

· up to 8600 triangles

Naming rules and texture types:

· Base name for a texture set is a diffuse texture file name; other texture names are the result of < dot> texture type name addition;

· All corresponding textures have to be in same size;

· Diffuse and normal maps should be RGB type;

· All texture masks should be Grayscale type;

· Alpha should be stored in the channel next to RGB channel in the diffuse texture;

· Noises should be put into additional layers.

 

 

Map types and name samples:

Texture type File name Image Type in PSD
· Diffuse · Base.psd · RGB(A)
· Normal · Base.Normal.psd · RGB
· Glossiness · Base. Glossiness.psd · Grayscale
· Specular · Base. Specular.psd · Grayscale
· Emissive · Cloth.Emissive.psd · Grayscale
· Transmission · Cloth.Transmission.psd · Grayscale

 

Format of the deliverable:

Format required: Autodesk Maya *.mb (Maya 2011 or below)

For correct settings of scene in Autodesk Maya:

· choose Window -> Settings/Preferences -> Preferences -> Settings

· set units to centimeters.

· set world coordinate system up axis = Z

· set Time = NTSC (30 fps)

· 1 unit in Maya equals to 1 in-game meter (i.e. we consider all dimensions as meters despite units are set to cm






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