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- Production Guide -
by flopoloco
Introduction
This guide is a quick tutorial for making Normal Mapped Models in Blender3D. As you might
already know, models that use normal mapping are ideal for interactive applications (such
as games or simulations), also they seem to be quite useful in 3D CG animation by
shortening rendering times.
Through this guide you will find out how I made Drunken Kung Fu Master but you will also
gain the needed knowledge to apply the workflow pipeline to your own projects. Keep in
mind in order to keep this tutorial short I describe things in general, and dive a bit into
details. I expect readers to be quite advanced in Blender and modeling, but who ever can’t
keep up could have a look on some recommended links, at the end of this guide.
Required tools:
Blender3D: Initially this guide made on a Blender3D 2.46 SVN so it should be
compatible with the current supplied version.
Gimp: My preferred software for texturing, however you can use anything you like.
What’s up next:
1. Sculpting and Concept art
2. 3D Modeling
3. Sculpting (adding details)
4. UV Unwrapping
5. Texture Painting
6. Texture Mapping (apply textures to mesh)
7. Resources
2. 3D Modeling
The mission here was to make a totally simplified version of the sculpting, so in order to
complete a model I followed the rest steps:
Hiding the back vertices of the head, to work the face details
Modeling an ear (box modeling on-the-fly, nothing too tricky)
Apply a Mirror modifier
Closing the eye holes (keeping in mind the significant difference of those two)
This part was crucial because the details would finalize the model. A quick tip you can follow
in sculpting is to work in a level until you are satisfied with the results, then you can add one
more level of detail. Below I will show some of the stages of sculpting the Master!
Multires 1
Multires 2
Multires 3
Multires 4
You can go as far as you like with details (or maybe as long your PC can handle :P), keep in
mind that microscopic details are not always needed. You will have to consider other
parameters first such as the distance of camera or scene quality, then you can decide which
details you want to work.
4. UV Unwrapping
Unwrapping a 3D model is a simple process, the mission here is to select some polygons and
arrange them in a 2D map.
Just before you start, you will have to bring the model
detail to level 1 (mesh restoration) by pressing the arrow
button highlighted in green. Also avoid pressing buttons
highlighted red because they will bring you headaches.
You can start the unwrapping process by selecting some edges and then applying Mark
Seams (Ctrl-E). Do the same process for the ear, select the loop cut in the base of the ear
(shown as red) and the frontal loop cut (shown as blue).
Hitchhiker’s guide to Unwrapping
If you wonder what is the best way for exporting maps then the answer would be that there
isn’t a best way, both ways have cons and pros so it’s up to the artist (or the evil boss :P) to
decide.
One painted
One specular map
One normal map
I generated 2 of the textures in Blender, these were a Normal Map and an Occlusion Map.
Occlusion map was further used as a tracing image in Gimp for painted and specular texture
versions.
3D Model
6. Texture Mapping
Texture Settings
Color Map
7. Resources
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
Head modeling
http://kokos.umcs.lublin.pl/MIRRORS/apieceofstring.com/kos/tutorials/head/head_tutorial.
htm
http://www.youtube.com/watch?v=vu2jZwRmz1o
Information about textures
http://www.rubberbug.com/texture.htm
http://www.veoh.com/videos/v6379634HgSpwjCM