MODEL AN ADAPTABLE HIGH-POLY ASSET
Learn how to turn a 2D concept into a 3D model that can be used both in games and cinematically
Matthias Develtere software
learn how to
• Model and design based
on a 2D concept • Convert a model into both cinematic and in-game assets
• Create our own HDR
map for Keyshot
This piece was made for Wolfenstein II: The New Colossus. It’s the standard motorbike that was used by the German Army.
The idea behind this tutorial is to give you an insight into how to make your models in an easy and quick way. We will go over how to convert a standard motorbike idea into a 3d design that can work for animation purposes and function in both cinematic and game environments. this tutorial also comes with some extra modelling tips and tricks to make your life easier and to help you work in a nondestructive way.
We will be using 3ds Max but you could use any 3d software package. it’s also important to note that this tutorial isn’t specifically centred around the Wolfenstein universe – i have tried to keep it as broad as possible so that you can apply these tips and tricks on your own work. this tutorial is made for people with a basic understanding of industry terms and those who are familiar with the production pipelines of game assets.
to start with, we will go over some quick methods to make your model lowpoly-friendly so that it is easily convertible and then we will explore some quick presentation passes in Keyshot before finishing it up in photoshop for presentation.
Mocap and animations the first thing that needs acknowledgment is that this is a not a static asset – this dynamic model needs to be animated for different cutscenes. let’s start by defining the element that will be intractable so that we won’t end up stitching pieces that should be moving together. in this case, we want to make the steering wheel and the tyre. We also want the kickstand of the motorbike to be functional and it can’t be obstructing the driver when they are sitting down. it’s important to prototype all of these – that way riggers and animators can start on a motion capture. Character mocap When it comes to such an important asset, it can never hurt to double-check everything. to do that, you can always use a motioncaptured version of the character. if you don’t have one of those, you will be able to use a biped in 3ds Max as these are automatically rigged and skinned. Just place it into the correction position. but keep in mind that this is just a skeleton so imagine some extra space for clothes – for example, if the hands can reach the steering wheel or if the character can reach the ground when he sits down.
Find your style When you work on a specific universe, it is important that every asset shares the same visual language. For example, there are two elevators i made – one for Doom and the other for Wolfenstein. the Doom one has a lot of sharp, bevelled shapes with big, shaped details, while the one that was made for Wolfenstein (and is pictured) has a lot of round, bulky shapes that are supported by bolts, rivets and a lot of small details.