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by Allen Dilling, David March, and Paul Schuytema
(11/13/98)
"The polygons are alive! Alive, I tell you!"
Remember Dan Gorlin's classic game
Choplifter? That was one of my all-time favorites, and one that I still
fire up on my trusty MAME emulator. One thing that made that game so
absolutely cool was the chopper...if you changed directions, you could
actually see it turn. It looked like that chopper had actual mass and
volume because of the way it swayed left and right. Of course, we're
more sophisticated now, and it takes more than a bunch of 16-color
pixels in an animated sprite to give us the feeling that there really
is depth there.
As long as we're reminiscing about old-time games, do you remember which early arcade game boasted the first real
3D graphics? There were a few early ones, but the granddaddy of them
all was Atari's Battlezone--it was the first "true 3D" game to ever see
production. Red Baron, another 3D game from Atari, was in development
at the same time--and it was a heated race toward completion. Both
games worked off of the Asteroids codebase, and Red Baron was the first
with 3D graphics, but the "bottom up" approach that the Battlezone team
adopted proved to be the wisest decision, and Battlezone beat Red Baron
to the arcade by several months.
Eighteen years ago, when
Battlezone premiered in arcades, there weren't any 3D game artists out
there. Zero. Zilch. The Battlezone team hired 3D industrial artist
Roger Hector to craft the game's dynamic 3D objects. Hector had done 3D
CAD work before, but had no experience with real-time 3D. Hector didn't
have the luxury of using any sophisticated tools, but he did have the
peace of mind that came with knowing that the two tools he used, a
pencil and a pad of graph paper, would never succumb to a "fatal
exception error."
To create the models for
Battlezone, Hector drew the objects on graph paper, very precisely and
from several different views, all with precise coordinates. Then it was
Ed Rotberg's task to key the coordinate info into the game's world
database. With any luck, and a lot of trial and error, they would
eventually see one of Hector's tanks "alive" in the luminescent green
of the game screen.
Times have certainly changed, and
this industry now employs hundreds of 3D modelers. Gone forever are the
days of graph paper and mechanical pencils. Now, tools such as
Wavefront, SoftImage, and 3D Max dominate the industry. Modelers now
sculpt their 3D creations in the same "virtual ether" that their
finished works will inhabit within the game.
In Prey, such components as
weapons, enemies, friends (far too few for our hero Talon's liking!),
and vehicles are crafted via the creative necromancy of our two
modelers, Allen Dilling and David March.
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What do David and Allen have to say?
David March, 3D modeler/animator:
First I try to get crazy ideas about what the model will look like. I
think about functionality and what the model will do--what it will look
like accomplishing its tasks, functions, and so on. Then I sketch. Once
I have a big trash can full of sketches, I've hopefully got something
that the team just might go wild over! These may not even be good
drawings at all, but they serve the great purpose of nailing down the
general feel of the model.
After I get some kind of
conceptual feel, I refer to my sketch while I'm modeling. It's also
much faster to grab a piece of paper and start doodling when I get a
good idea. When I'm modeling, I'm always seeing cooler ways to do
something or something that I could change on the fly. Then I grab the
sketch pad and start doodling another arm, leg, helmet, whatever.
Allen Dilling, 3D modeler/animator:
The
process for planning a model can come from a few different areas.
Sometimes you have a great visual in your mind about a really cool- and
evil-looking enemy, and that can make designing it easier. Another
path, which is the way I usually go about it, is to brainstorm the
gameplay elements of the character first, and then build its look and
feel around that. I talk to the GSEs [Gamespace engineers] a lot and
see what they might want in an enemy--to help with the levels--and then
I try to fill a need for the gameplay. It's easy coming up with
cool-looking stuff; the trick is to make it play well and actually be
fun and challenging to fight against.
After getting a rough concept in
my head about a character, I'll take a few hours and draw some quick
sketches of possible looks for the model. Sometimes I'd really like a
certain detail in one enemy, but it wouldn't get used for some reason,
so I'd dig up my old drawings to comb them for things I could
incorporate into new designs. I don't believe in saving cool ideas for
the next game, I'd rather go full-bore right now and not save my
punches for later.
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Model to the MAX
Once an idea gets the thumbs-up, then it's time for the actual
modeling. We use 3D Studio MAX for Prey modeling, and it works well for
our needs. All models still need to be converted into "Prey actors"
before they can show up in the game, and for that, all work is exported
into VRML (that also means that gamers can use whatever tool they want
to create their own 3D content for Prey--they just need to be able to
get it into VRML).
Allen Dilling: Once I
have a rough sketch that's close to what I want, I think the character
through in terms of how it should function, which weapons it might use,
the environments it will interact with, and so on, and start modeling
in MAX with all these factors in mind. I'm a disciple of form following
function, so I try to make the character really work inside the Prey
universe. As I start to model it, I see different things that would
make the character better, and by the time I finish the model, most of
it has changed quite a bit from the original sketch. I feel sorry for
modelers who have to make an exact replica of another artist's concept
drawing; they're really missing out on a lot of creative freedom, not
to mention fun.
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Blow it up!
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David March: I always
begin with the head. I am just magically drawn to this feature every
time. I then model the body and finally, the appendages. Then come the
little things; horns, antennae, claws, and so on. I like working with
cylinders the most. I use spheres for heads and boxes for feet and
hands. I also model using more polys then I need for certain things.
It's easier to cut down than to add.
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Bone This
Once a model has been sculpted, the next step is to create the skeletal
system. These virtual bones are what are actually animated--each of the
model's vertices are associated with one or more bones. When the bone
moves, the model's mesh deforms along with it.
Boning a model is not only
tedious, but it's a great way to showcase flaws in the model's design
(a leg may not bend properly, for example). Because of that, the
modelers bone a model and create at least one moving animation first
before sending the model off to be textured--that way they can catch
the majority of the joint problems before it becomes a hassle to fix.
Allen Dilling: There is
nothing really bad about modeling, but the semi-crappy parts are mainly
just doing the technical stuff, like boning the model, and also making
sure everything lines up correctly so it will all fit together once
it's imported into the game.
When boning a model, you need to
consider what movements the character will have and also how the
animations will affect the model's shape. Assigning most of the model's
polys, such as the arms and head, is pretty straightforward, but I
usually experiment a bit with the waist and groin areas. These are
affected the most because the models are going to be walking and
running most of the time. They need to look good and avoid warping too
much during the animations.
David March:
Bone weighting sucks the most! This can be very tedious at times.
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Blow it up!
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Don't Go Tryin' to Change Me... In
a perfect world, when the modelers finished up a model, they could just
move on to new work, and never have to revisit their old models again.
Unfortunately, that never happens. Sure, we may think the concept for a
model is right on, and then we take a look at the initial model and
give it a thumbs-up, but there are so many variables at play that the
first pass never nails everything right on. Nearly every model has to
be reworked in some way.
David March: If there
are enough polys in a certain area, I find it generally easy to
manipulate and change models--pushing and pulling vertices--on the fly.
After something is "boned up"--vertices are assigned to the internal
skeletal system--I find it harder to change things. You can still do
it, but not nearly as easily as before.
Allen Dilling: Almost
every model gets changed over the course of development. This is and
can be a pain in the neck. Sometimes it's only a little thing, such as
adding fingers or reducing ploys on a character's butt, and that's not
too hard. The main problem is that with our system, you have to rebone
the model in Bones Pro [a character animation add-on for 3D Studio MAX]
and then export the necessary files for the engine to read. This ends
up happening again, and again...and again. Overall, however, it's a
small sacrifice considering the kind of dynamic characters we can
control with our engine. I'm really glad to be doing it this way and
not having to deal with framed models.
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Talkin' Textures
Once a model has been built and boned and a few animations have been
crafted to verify its design, then David and Allen export their work to
VRML and hand it over to senior artist Steve Hornback or artist Scott
McCabe to be textured in Skinner [an in-house tool for putting textures
on characters, previewing
animations, and so on].
Allen Dilling: I give
Scott my original drawing of the character so he can get some details
from it. However, if it's a particularly rough sketch, then I just
point out some things on the model that need to be done a certain way
(like alpha channels, environment mapping, fractals, and so on), and
then I explain what the model does (he can watch the animations for
reference) and let him go crazy with it. After working with him for
over a year and a half, I feel very comfortable letting him skin the
models. His work is always impressive and ultrarealistic.
The most bone-headed mistake I've
made in the past year and a half was trying to texture my own models
when I first got hired. I had never done a model skin before, and they
were nasty to say the least.
David March:
I try to model as texture-friendly as possible. It takes a lot of
practice to figure out how to make a model work with the textures...it
can still be a gray area sometimes. We also give the artists texture
poses to help them out--we try to stick the model in a good position to
access all the faces for mapping. Sometimes that's not possible. And
yes, we do hear "This doesn't work--you'll have to do it again" from
time to time. That's when I go postal!
What, Me Mo Cap?
Thinking up the shape of a creature and then
modeling it requires a boatload of creative skill, but the most
demanding task, by far, is creating the animations themselves. Nothing
breaks the illusion of reality faster than a slinky beast duckwalking
as it stalks you. The animation needs to be fluid and natural, and it
has to feel right...Sometimes that's a tall order when you're animating
a creature that's never been seen before.
David March: How do I
capture movement? Study, watch, and learn. Subtle movement is the key.
I am always trying to learn and watch. We get up a lot and run around
like idiots. Creativity helps with odd-looking creatures. Weight is
hard to capture as well, but when it's done, it's the icing on the
cake.
Allen Dilling: Creating
organic motion in the animations takes a lot of thought and research.
We have some books about motion and various animals' movements that are
helpful, but the key is just using your head. When a character is
moving, you have to think about all the factors that are involved in
the motion. How does the character's weight affect the bending of the
legs? How much force is being applied to the collarbone? How would the
hair swing during motion? Everything should make sense. A good test is
to do the motion yourself and analyze what is happening to your own
body. I even bought myself a big mirror for my office to check out my
body while I try different movements. Sometimes I try it by myself with
the lights off...wait a minute, did I say that out loud?!! D'oh!
Personally, I can't stand motion
capture in 3D shooters. I think it sticks out like a sore thumb, and if
you let some actor and a computer do all your work, what does that
leave for you? Maybe I'm just old-fashioned, but I still think of
animation as an art form. It's a skill that must be learned through
thought and experience. Plus, if you need mo cap [motion capture] for
an FPS, then you probably need better animators. Now, I'm not totally
against mo cap for all games. I love a good RPG or cinematic that uses
it to get some great results, but I think that with today's engines and
gaming needs, a good artist can still give you what you need. Also
there's a lot of data that you have to filter through to pull out the
frames of animation that will interpolate smoothly together and if you
want to change the motion or create a new one, you have to schedule a
session and do all the crap again and again. OK, OK. I'll get off my
soapbox now. |
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Bang! You're Dead!
In addition to crafting the enemies for Prey, David and Allen also craft the tools that let you destroy those enemies--the weapons. Weapons are a lot like characters--they too need personalities.
Allen Dilling:
Designing weapons is the most challenging part of my job. More than any other model or character we make, they affect the gameplay and overall fun of an FPS. You have to be very careful and not just create a bunch of BFG-type badass weapons that will destroy the universe. Balance is the key to successfully designing weapons and power-ups. This is especially true for the multiplayer aspect of the game. The whole replay and longevity of a title depends on having fun weapons. With Prey, the whole team has input into a weapon's creation. We want stuff that will work with the game as a whole and enhance the rest of the experience. Actually modeling a gun is a fairly quick process if you already know what you want. It's a rush to get an idea, model it, do some coder stuff, and then a day or two later, be killing someone with it. Plus being able to test the weapons is ultra important so you can tell if it's fun and if it looks great in the game, too.
David March:
It's fun to make weapons, and they're not nearly as hard to animate as the organic creatures. Concept and functionality are the hardest part. It goes about the same way as starting a character, but with weapons, I can just jump right in and start modeling with an idea.
It's a Wrap!
Even with Prey's dynamic environmental geometry, the game world can still seem mighty sparse and desolate if there are no creatures populating the shadowy nooks and crannies.
It's been said that fiction is basically about characters interacting--all the setting and plot in the world is there simply to facilitate the character interaction. That holds equally true with games--we play because we want to interact, and we want to interact as characters with other characters.
For a 3D action game such as Prey, those characters are the virtual sculptures of our modelers. Working like some strange cyberpunk Michelangelos, they sculpt their creatures from mathematical points in space, threading vertices into triangles, triangles into shapes, and shapes into creatures.
But sculpting is not enough--those shapes must come alive. True, during the course of play, the creatures are controlled by computer intelligence or another networked player, but all that you see--every fidget, muscle flex, and war cry--has been animated by Allen and David.
Now...if they could do all of that on graph paper, then I'd really be impressed!
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