Wednesday, August 14, 2024

Recent Character Work

John B. Marine | 12:33 AM | | | Be the first to comment!
Developing vehicles is tough work. Developing characters is even tougher work. I have lately found a style for which I could produce a number of low-polygon characters. The primary intent was to develop characters that can be animated. What I will do in this blog post is break down some of my recent kick of developing low-polygon characters. You also will get to see some of the work I have been doing lately, even including prototypes I developed.






Recent Character Work


I will share my recent work and prototypes later in this blog post. For now, though, I will provide you some background.

Character development has been a very tough thing for me to try to work on and develop. I designed characters in voxel form long ago. You can look in this blog or on my Weebly page to see the full array of my work.

Why develop characters? Well, you want to be able to have characters become their own stars of games or media projects, or you may want certain characters to fill spaces and bring life to scenes. How you develop characters and what kinds of characters go a long way towards building your portfolio. It also helps establish yourself as a designer. No one obviously wants to see created characters not be utilized proper.

One of my plans was to finally make something a long time coming- take my voxel model characters and evolve them for use in 3D modeling software, games, and media projects. I looked back at my original 43 voxel model characters and thought about how I could bring them to life and enhance them from voxel form. At the moment, most of my designs are in the prototype phase. I will improve them over time using different techniques and learning new techniques. A lot of the low polygon techniques are from studying 3D models from older games and less-intensive games. Mostly, these are models from the PlayStation 1, Nintendo 64, and SEGA Saturn era.


The Low-Polygon Technique.

What has become my method for a lot of my modeling of characters has been a grid-like system. Through Blender, I have had a habit of setting up front-facing square planes of 10 centimeters length. I try to rough out the model I want to create through these grid-like meshes. I may keep them like their grid form, or I may refine the models to make them more realistic. I do want to keep everything low-polygon. Because I want the models to be animated, I tried learning... actually, re-learning how to rig models. This meant I had to allow enough geometry for which animators can properly animate models. Since I am not going to make the models intensely realistic, I can actually get away with some 3D modeling styles that still allow for low-polygon, low-spec 3D modeling.


The Minecraft (and Some ROBLOX) Influence.

When most people think of low-spec 3D, a lot of people look to Minecraft, once the greatest independent/indie games of all-time before being sold to Microsoft. Minecraft is absolute simplicity in regards to 3D and 3D animation. Only six cubes make up a Minecraft player. They then have small PNG files as textures. Minecraft is the bare minimum for some low-polygon or blocky work.

Did you know my original voxel model characters were meant to be used in Minecraft? Minecraft never happened for those models. One of the things I was thinking about was making the re-made voxel models to have the six-bone style setup. Minecraft player models have animations for the body, head, both arms, and both legs. The human models I developed have kind of the six-bone human setup.

ROBLOX had two different character styles for their Robloxians. The ROBLOX R6 model is highly like a base Minecraft player with its six-bone setup. That explains the "6" in R6- nearly the same six-bone armature setup as a Minecraft player: torso, head, both arms, and both legs. Later, ROBLOX would release the ROBLOX R15 model. As its name suggests, the R15 has a 15-bone setup: two torso bones, each shoulder, head, two bones for each arm (upper arm and lower arm), two hip bones connecting to the legs, and two bones for each leg (upper leg and lower arm). The initial goal of my reworked voxel characters is to give them a 15-bone setup. What I started off with is trying to give them a six-bone setup. Once I learned some newer techniques, I decided to try my hand at a 15-bone setup for my characters.


Now that I have filled you in, I will go ahead and share some of my latest work.




Recent Character Work: Character Prototypes


Let me show you a lot of what I have worked on in regards to developing my low-polygon characters. Some of these pictures can also serve as previews of future characters I plan to release or want to release. So what you are getting here are possible previews of what I will offer across a number of different 3D model stores. If you are ready, please keep reading.


Shaka.



Shaka
^ from: (my X/Twitter) - This is Shaka, a protagonist to an unnamed project of mine.

I have no name for this project, but its main character is named Shaka. As I practiced making my prototypes for my enhanced voxel character models in Blender, I did this sort of one-off 3D model representing the hero of this project. I had to move around some mesh parts to make this character look good.


(Potentially Renamed Female Series).

These are some of the 3D characters for a past game project. The tentative name of the project is "Top Diva," but I may change it to something else. That is why I am labeling this as "potentially renamed female series." Each featured model is shown in the order of which ones I worked on least recently going to most recently.

Suzie
^ from: (my X/Twitter) - This is Suzie, a French teenager.

When I first created Suzie, I realized I haven't developed any 3D character since January 2024 when I made this model for late July 2024. So imagine my happiness when I developed Suzie here. I did not know how I wanted to design the hands. I had loose hands in mind rather than clenched hands. I specially designed the cuffs for Suzie's shirt and her wool shorts. I used some good imagination to try to design her ankle boots in a stylish way.

Keisha
^ from: (my X/Twitter) - Keisha is an athletic American dancer.

The original prototype for Keisha above has kind of the loose hands I thought of. However, no thumbs were modeled for those hands. I cuffed Keisha's pants. What I was going for is an urban girl with a little sportiness. I have made a duplicated mesh for testing making clothing designs. What this would present is the possibility of allowing a person to put one's own T-shirt designs or messages on it. That duplicate mesh layer is only one millimeter apart from the main mesh. Around the time of this model, however, I was unable to find out how to make transparent textures remain transparent.

Tomomi
^ from: (my X/Twitter) - Tomomi is a Japanese teenager who stands only five feet tall.

Tomomi was my third design using the character style I've adopted for this series. I tried to design various elements through meshes rather than with textures. I also developed Tomomi with a hand model I developed that I was starting to like.

Lydia
^ from: (my X/Twitter) - Lydia is a Brazilian woman with a finely built body.

Because I developed Lydia to be a bit different with her pants, I kind of went the difficult route of designing Lydia and then texturing her from the stripes on the sides of her pants. I also went with a different hand design along with making her gloves.


2D Facial Rigging Prototyping.

2D Facial Rigging
^ from: (my X/Twitter) - A duplicated mesh positioned a millimeter away from its face makes up this mesh. The intent is on 2D facial rigging through textures.

I had facial animation in mind when I worked on this prototype. Originally, I did not know how to make transparent textures or pictures with alpha parts appear transparent. I then learned how to use Shader nodes in Blender to allow for the use of transparent images and alpha images. I had to change up a few Shader notes and change the alpha type from opaque to Alpha Clip. Later on, my face image for the model became transparent! While I haven't learned how to implement 2D facial rigging, at least this was a step in the correct direction towards eventually making 2D facial rigs or even animating textures for 3D models.


I will now be looking at breaking down the models you've seen in this section.




Low-Polygon Model Breakdown


I will use this time to discuss the finer details of my 3D modeling of these characters.

The models I made for Blender follow nearly the same front dimensions of my original voxel models. For more ability, I made their legs one or two bits longer. I have not truly developed a hand style I want to develop for all characters. The head style is a mesh grid of three squares horizontally and four squares vertically. If there were parts that I wanted to be implemented with making textures that can be changed, I duplicate those parts of the mesh and then position them slightly away from the main mesh.

From the textured parts, the second, third, and fourth rows were used for facial rigging. I use Blender's "Projection From View" to map out the facial texture. I do the same by picking a row of vertices to use for designs for a shirt or some other details. Since my models were low-spec, I had to find a good enough texture size to allow for words to be put on an outfit. I found something like 128 pixels across to be a good start. Later, 256 pixels across for outfit graphics would be good. I want to learn how I can implement 2D facial rigging or even setting up animated textures for models.

Implementing armatures involves me learning how to set up armatures along with weight painting. I felt the best method of armatures was to use Armature Deform With Empty Groups. Only recently I learned of a better weight painting method that works well for my models. All I had to do was change one of the Weight Painting options to where the falloff is linear or constant. It quickly painted the mesh parts I wanted to weight paint properly.

As of this moment, where I struggle is finding a style to properly animate the arms and the legs. I made the upper arms and upper legs shorter than the lower arms and lower legs. However, I am not certain how I want to structure some models. So I am drawing more inspiration from other early 3D models to help construct my characters.


Rest assured that if/when I create models ready to be animated and utilized, I will share them on as many different 3D stores as possible. That means Turbosquid and Envato's 3D Ocean currently. I also will be looking for more platforms; such as (but not limited to): CGTrader, SketchFab, (maybe) ArtStation, and more. Stay tuned to my blog and my other social content for more information!





Now I want to make note that if I work on my individual characters, I will make blog posts as well as add to my Github personal page. I want to keep you entertained and engaged. It is the least I can do. The rest is up to you. Subscribe/Follow my blog(s) in any capacity if you love my work. Share my blog post(s) with others if you enjoy my work. Support me further by connecting with me on social media; and if you are inclined, feel free to donate to me (tips/donations are voluntary but would be appreciated). Thank you for reading! Take care and be well.

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Wednesday, July 3, 2024

Recent Vehicle Work

John B. Marine | 8:53 PM | | | | Be the first to comment!
I have been 3D modeling vehicles lately. Part of these are 3D re-imaginations of my voxel vehicles. Others are completely original 3D vehicles. Gaining experience in modeling vehicles made me embark on a new project. I am doing what I can to try to showcase my skill in 3D modeling. I want to share some of my work and my plans in this blog post. So if you are inclined, let me share my work with you all.






Recent Vehicle Work


This blog post discusses work I have done lately in developing vehicles. Before I can share more of my work, I have to share how I got to this point.


Building Blocks.

This movement towards making vehicles began with me trying to learn to develop a vehicle controller for Unity3D. I properly followed a tutorial from Unity, and it got me to wonder how to develop more vehicles. The tutorial package from Unity had a car that would spin out too easily. Like, the tutorial couldn't handle sudden avoidance turns. That was besides the point of this blog post.

I kept practicing making the same Blockbench truck in a tutorial. Rather than re-create it in Blender, I re-made it in Blender. Once I got down how to develop it, I wanted to animate it. So what I did was add on some wheels. As any vehicle to be animated in 3D, I separated the wheels from the vehicle chassis. The next challenge was to take the same vehicle scripts from the Unity tutorial but implement them to a custom vehicle. This was harder because I had to rely on being able to properly set up the custom vehicle. I had to do some editing because I didn't set the origin of each wheel to their geometry. Therefore, my early vehicle had wonky rotation with the tires. I then changed up 3D options in Blender and re-exported to Unity. The end result? This picture:

unity vehicle controller
^ from: (my X/Twitter) - I developed this pickup truck and this simple oval race track.

I was so happy to get in enough of a groove to develop an interest for 3D modeling vehicles. My interests only pertain to low-polygon work. More to come.




The Low Polygon, Low-Spec Style


Let's get something straight. Low polygon can be very subjective. It is only as low polygon as one perceives low-polygon. Granted I never developed anything of seriously high detail, I have done enough to warrant some kind of attention towards low-polygon modeling. The most realistic 3D model I ever made was a human foot from a tutorial on YouTube. I lack the confidence to make a fully real vehicle. It didn't mean, however, I could not give full effort towards trying to make believable vehicles. Let me share with you some of my work.


Low Polygon Challenge.

Previous attempts at making a low-polygon vehicle haven't been too good. I fear not making things as detailed as possible, though I do not specialize in hyper-realistic and hyper-detailed models. It wasn't until one time that I made a true vehicle that could be perceived as "low-polygon."

Previously, what was to be a low-polygon model ended up being something I further to being not low-polygon at all. One sports car model I developed in 2020 ended up with 2490 vertices, 1878 faces, and 4848 triangles. I made a low-polygon sport-utility vehicle (SUV) in 2021 that had 285 vertices, 221 faces, and 544 triangles. I surpassed both marks with a model I developed in June 2024. Here are the stats on my 2024 model: 183 vertices, 324 edges, 155 faces, and 340 triangles. The model I made in 2024 was a hatchback based on one of my old voxel vehicles. Here is a look at it:

low polygon hatchback
^ from: (my X/Twitter) - This was one of my best low-polygon efforts to date.

Trying to come up with as few polygons as possible but with decent detail is its own challenge. I made it happen, though.


Low Polygon With Pixel Textures.

One of my best creations to date is another SUV I developed. The challenge was to make a vehicle and then it pixel art-style art. I still need to learn how to better detail things in pixel art. I actually thought of trying to learn how to bake lighting and shading into UV maps in Blender. I looked to old PlayStation 1 racing games for low-polygon insight. That is how I learned to make simple side-view mirrors. The work of about 3-6 hours to model and texture one vehicle led to this effort:

low polygon pixel textures
^ from: (my X/Twitter) - This was one of my best low-polygon efforts to date.

I had kind of a tough time thinking about how to texture this crossover SUV. I basically thought of it having a bold grill, lights with daytime running lights, and simple designs for the door handles and tail lights. I even had a bit of fun making a window banner saying "Pixelate." I used a blueprint of the 2006 Cadillac SRX in developing the side profile of it. Then, I used my imagination to make my own vehicle. This model is meant to be one of my 3D reimagined versions of one of my voxel vehicles.


My Latest Vehicle.

One vehicle I worked the past day or two (as of July 3, 2024) is this:

low polygon microcar
^ from: (my X/Twitter) - This microcar is one of my most recent works, and it is also one of my creations not based on any of my voxel vehicles.

This is a microcar I was working on. It is based on a blueprint of the 2015 smart fortwo. I did not complete a proper UV map for it, so that is why it has no texture to it.


Now that you have seen some of my latest vehicle work, I have to share what my plans are with these vehicles.




My Vehicle Plans


Originally, I developed these vehicles to be implemented into racing/driving games. I had the likes of GTR2, rFactor 1, and Assetto Corsa in mind. I may also just have them to be vehicles to use for nearly any game engine. The intent of these are to make vehicles that can be operated. However, I may develop some static vehicles that can be used as props.


TO DO.

I am slowly learning how to make better-quality 3D vehicle models. What I want to be able to do is develop vehicles with interiors as well as make vehicles with light housings. I have no plans to develop actual vehicles. My focus is on original, "generic" vehicles. Some generic vehicles of mine draw inspiration from actual vehicles while not being outright copies of them. Anyone who really knows vehicles may know what elements and machines my work spawns from.

Remember earlier I talked about making my custom vehicles for Unity car controllers? Well, one plan of mine was to take the Unity Skycar from their long deprecated Standard Assets Library and swap out the meshes to suit my vehicles. Doing this will allow me to tune the Unity Skycar code to fit any number of vehicles. It also means I get to be able to have engine sounds and braking sounds implemented. What I COULD do is learn to swap out meshes for Edy's Randomation Vehicle Physics, but I am not so sure that would work too well.


What I Want For My Supporters.

If you have ideas of having vehicles you can control for games or media projects, just know I have you covered as best as I can. I want to provide such products to the public-at-large. While I may not have complete material immediately, I will work over time to improve my skills and make better material for you all.


Wait, John... What About These "Blueprints" You Speak Of?

Oh, I downloaded a bunch of blueprints from a site called "The Blueprints." I have to do some adjusting to build them to a proper scale, but they have been a big help in modeling. Take a look at the blueprints offered in regular images and in vector images here: www.the-blueprints.com. Maybe you can create your own lovely vehicles with these blueprints! :)





That's all for this blog post. I hope you got some insight from me. Stay tuned to my creative works to see what all I have for you! Subscribe/Follow my blog(s) in any capacity if you love my work. Share my blog post(s) with others if you enjoy my work. Support me further by connecting with me on social media; and if you are inclined, feel free to donate to me (donations are voluntary but would be appreciated). Thank you for reading! Take care and be well.

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Wednesday, May 22, 2024

College Car Concept

John B. Marine | 1:19 AM | | | Be the first to comment!
Earlier in May 2024, I saw a live stream of Formula SAE competition at Michigan International Speedway. I was somewhat inspired to make some concept or project to set up based on seeing these college formula cars. Additionally, I thought about a second concept similar to Baja SAE, but that is for another time. Allow me to share with you my concept.


About the Label: Breakdowns

Blog posts under the label of "Breakdowns" involves an explanation of individual projects to help you understand certain works of mine. As many elements of it as possible are brought into greater detail. Breakdown posts can include stories, artwork, audio, and more.






College Car Concept: The Car


Collegiate motorsports is not a concept that has been visited much in virtual racing. There have been two primary examples. "Live for Speed" is a game that features the MRT5, a formula race car inspired by a car developed by McGill University in Canada. There are also a handful of mods featuring a Formula Student car developed by the University of Carlos III Madrid, the MAD Formula Team.

There are no real wheel-to-wheel racing series involving colleges and universities. What comes very close, however, is the Purdue Grand Prix. The Purdue Grand Prix is a go-kart race held on a go-kart track meant to raise scholarship funds for graduating students at Purdue University in West Lafayette, Indiana, USA. If you get to see any videos on the Purdue Grand Prix, take a look. It gives you an idea of colleges taking on the challenge of motorsports.

As nearly anyone would know, motorsports are expensive and surely dangerous. No one wants to see their prized racing machines become a heap of scrap metal after a crash or some other unfortunate incident. Thankfully my idea is a fantasy deal whereas this is more a spec car rather than colleges building them up from scratch. Also, getting into any sort of racing series usually does not require a college degree. It is not like American football or basketball where you need a certain amount of time in college prior to joining professional leagues. Part of the beauty of fantasy involves imagining things that defy logic and are sometimes too good to be true.

In reality, however, these collegiate motorsports competitions are held by mostly engineering students at college and universities; and the competitions themselves do not usually involve wheel-to-wheel racing. The goal of these colleges and universities is to build a formula car for a fictional company. This becomes a journey of about a year and a half to build, develop, present, and actually race these machines in a number of different events. Students of these programs usually go on to receive Engineering degrees and work mostly in the automobile industry.

This idea basically is about taking the college sports style route and work flow and adapting it to motorsports. So to get started in explaining this project, let me talk about the car.


The Competition Car.

Here is a breakdown of what I created as a rough draft. This is a rough draft or concept of what I developed:



college car concept
^ from: (my X/Twitter) - This is a rough draft of a formula race car I developed based on what colleges make.

For me personally, this is my best-ever attempt at 3D modeling a formula race car. This concept car is an interpretation of a formula-type race car that a university or college would develop. I did not know what to name it, so I named it as the "College Car Concept." Such cars have a restriction of having engines no greater than 710cc displacement. A lot of these cars are mostly powered by supersport/middleweight motorcycle engines. Such engines have roughly 600cc displacement. A few others use a 450cc dirt motorcycle engine. Once, Western Washington University developed a 554cc V8 engine for their Formula SAE car in 2001. It is one of the wildest FSAE cars ever developed.

I decided to get wild with this idea. How wild? Try these cars being fitted with superbike engines! So this concept could possibly have superbike performance. Normally, one of these Formula cars will usually race on tracks like go-kart tracks. A car with a superbike engine would be too much for some go-kart tracks. This would defeat the purpose of these superbike-powered cars on a go-kart track or most autocross courses. This would be a superbike-powered car racing on longer and more proper courses if this car was powered by a superbike engine. Now if you need some examples, I have seen videos of superbike-powered race cars take on hillclimb events in Europe, so that is a bit of perspective.


The Competition Car Specifications.

I have no idea about the rules and regulations of Formula SAE or Formula Student. In fact, there is supposedly a rule book in Formula SAE with over 100 pages. This car was built as a loose interpretation of modern formula cars by colleges and universities.

There are actually a lot of options for the player in regards to the college car:

CHASSIS AND ROLL CAGE: While the car featured is a winged car, lower-powered versions can have no aerodynamic enhancements to it. The options would be having no wings and then being to choose a winged car. Usually, it is up to the colleges themselves to develop a car to either take advantage of aerodynamics or not. It all depends on if you want your car to generate downforce or not.

ENGINE: The college car could be fitted with a host of engines. I figured the "starter" or "beginner" spec would be a measly 125cc engine, like with a go-kart faster than rental karts. Another option is a 250cc engine that superkarts have. There are also 250cc dirt bike engines. If you fancy a dirt bike engine, you could choose either a 250cc dirt bike engine or a 450cc dirt bike engine. The primary class of engine is a 600cc engine, such as with supersport/middleweight motorcycles. If I could think of a unique flow to it, the superlative class of the College Concept Car is a 1000cc superbike-type engine.

Besides motorcycle or kart engines, I kind of thought of possibly engines by Japanese kei cars. I thought of an Inline-3 or Inline-4 engine for this car. However, I think they would be a bit too big for my College Car Concept.

TIRES: Hoosier Tires supplements the tires for Formula SAE cars. The tires are proper racing-spec tires. These tires developed by Hoosier are 16 inches in diameter. I initially thought of high-performance street tires for my College Concept Car. They probably wouldn't grip as well as competition tires, but it might keep some costs down. I would be thinking any number of tire makers who make racing tires would provide more options to the player. Such tires can cost between $200 USD to $300 USD for each tire. So take the price of one tire and multiply it by four for a complete set.

SUSPENSION AND HANDLING: I am not certain how collegiate formula cars are controlled suspension-wise. I think active suspension and/or semi-active suspension are allowed. Other than that, I haven't thought about suspension settings much.

Because these formula cars race mostly on kart tracks and on autocross, the cars are set for snappy steering and kart-like handling. These formula cars, though, have better grip than racing karts with the bigger tires.

TRANSMISSION: The transmission is likely set up more towards taking on shorter courses. Therefore, cars would be set up with short gears for acceleration.

This gives you some insight on the specs of this car.


The Competition Car: Performance.

This car can basically be thought of as a formula-style go-kart but with a bigger engine and more snappy performance. If you watch a lot of Formula SAE and Formula Student videos of these cars in action, you can get an idea of how they perform. The more dream scenario would be if the cars were fitted with superbike engines, bigger and more grippy tires, and a few other enhancements greater than what regulations in Formula SAE and Formula Student.


Now let me explain the concept a bit more. But first...


The Competition Car: Other Ideas?

I actually have other ideas outside of a collegiate formula car for some college motorsports concepts. I have ideas even for something like Legends Cars and even an idea for sportscar prototype racing similar to the Sports Racer categories of SCCA Racing. I may come back to "John's Creative Space" with ideas of other styles of collegiate racing. Stay tuned!




College Car Concept: The Concept


I was thinking of a concept in which a specially-designed, turn-key, customer race car that various colleges can use. The idea is of college students still in college enjoy some racing and racing for their beloved schools. So the idea here was to make a game concept or simulation concept of colleges racing against each other. While I do know a lot of my own American colleges and universities, I also thought of American schools vs. non-American schools.

For inspiration, I looked up the kart classes of Automobilista 1. This game has six classes of karting- rental kart, race-spec rental karts, 125cc direct karts, 125cc bodywork karts, 125cc shifter karts, and superkarts (250cc). The superkarts are powerful enough to run on full-length circuits. The other kart styles, however, are more akin to what a lot of these college formula cars could race on. Some of these college formula cars are even raced on kart circuits for testing and hot laps.

So anyone looking for a more authentic-type experience with this level of formula cars can have them on proper go-kart tracks. They would be too slow for a lot of bigger size tracks. I am thinking even superbike-engine college formula cars may still not be enough for a lot of full-length tracks. However, don't get too excited about something like college formula cars racing on tracks like Spa-Francorchamps, Circuit de la Sarthe (24 Hours of Le Mans course), the Nürburgring 24-hour course, or the Snaefell Mountain Circuit (Isle of Man TT).


Now you have an idea about this college formula car I have thought of. If I continue to develop it better, I may offer something like this for sale if/when it is complete. Or I may just pass this along for free and take some donations for anyone who really appreciates my work.





I am glad you could join me for my breakdown of this concept I thought of. You are always welcome to share your thoughts about my material. My only suggestion is to use proper comments and not spam or hate. Subscribe/Follow my blog(s) in any capacity if you love my work. Share my blog post(s) with others if you enjoy my work. Support me further by connecting with me on social media; and if you are inclined, feel free to donate to me (donations are voluntary but would be appreciated). Thank you for reading! Take care and be well.

Visit my JohnMarineDesigns Weebly site, subscribe to My Blog(s), and/or Follow on Bloglovin! Let's connect:
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Tuesday, April 23, 2024

Low-Spec 3D Pixel Art

John B. Marine | 12:04 AM | | Be the first to comment!
Low-polygon, low-resolution 3D is something I have slowly worked towards. Having no real success at hyper-realistic or photo-realistic 3D, I decided to downsize my 3D work. Blockbench was a start. Blender has continued it. Recently, I had the chance to try my hand at low-spec work through making a texture atlas and then using Blender for 3D modeling. I will break down my process here in this blog post.






Low-Spec 3D Pixel Art


I wanted to try doing low-spec pixel art to downsize my 3D art efforts. I never exceled at making realistic 3D; or at least, 3D art that can be seen as "acceptable" to most people. I figure my calling is to try to design 3D art and textures with my own identity. Because I am someone who is about bare essentials instead of making something overly flashy and beautiful, I am slowly moving towards downsizing my work.

What I did recently was design a race track inspired by an Adobe Flash game called "Moja Grand Prix." This game used some very low-spec graphics and textures for design of these 3D tracks. The game had some pseudo 3d sprites (nowadays "billboards") and some basic 3D with the walls, signs, overlays, and grandstands. The point was to design low-spec graphics for a model. A quick map I designed in about 10-20 minutes is what you see below:

low-spec 3D
^ from: (my X/Twitter (@johnbmarine)) - This sample race track is one of my first experiments in building low-spec 3D models even with low-spec textures. (NOTE: This image does not represent any project I am working on.)

While this is not going to win any awards for most beautiful track, it is certainly a better effort than a lot of low-quality models I've seen on certain 3D retailers like Turbosquid. If I were to test it, I'd use my vehicle controllers in Unity3D or program these tracks into Assetto Corsa. I actually intend on making these track models available for games and game engines. I prefer doing mostly original courses. I feel like I wouldn't do real locations justice or respect if I were to 3d model real-world places. So to limit would-be damage, I'm doing my own thing.

One of my inspirations is to design low-spec material as if Mode 7 games were given a more 3D facelift. While not making things hyper-realistic or photo-realistic, I am somewhat trying to balance old-style 3D with a few modern tricks while keeping everything fairly classic. I'm even studying Super Nintendo and Game Boy Advance games that use 3D style modeling for its environments. These will not be impressive 3D models and maps, but I feel I can make low-spec cool. That is even if I want fancy pants, modern, simulation racing games to take advantage of my work. I'm actually serious on making low-spec cool for racing games of the arcade, "simcade," and pure sim variety. If we have (for example) a LEGO race track and Mario Kart series tracks for Assetto Corsa, I can make my own low-spec and low-resolution work to be just as cool as the fancy stuff.

I used a texture atlas for this sample run rather than separate textures. I had to learn how to re-map UV mapping when using the Spin tool. The Spin tool is the most effective way to model curves for race tracks. I once made a practice race track for Assetto Corsa that had elevation changes. I found it was best to bevel the top and bottom of elevation changes to ensure smooth movement when going uphill or downhill. Adding about five segments of beveling spread decently enough will make elevation changes not as sloppy (unless you want sloppy elevation changes). A texture atlas can be effective if you're trying not to have so many smaller images for textures. I seen some of the older mod tracks I had for old Sports Car GT (and a few vehicle mods for SCGT as well) used texture atlases instead of individual bitmaps for textures. However, it can be a bit messy to designate certain faces to one specific part of the texture in a texture atlas.

My original idea was to use a large texture of 1024x1024 or 2048x2048 to design the track, and then subdivide the Image as Plane down to 16x16 tiles. I then would refine the geometry to include 3D models and elevation changes. It was a cool idea, but I feel it would be rather tedious. So I went with a different method. This method was a variation of trying to make Mode 7-style maps to have greater 3D depth. The idea of using a completed race track texture map was inspired by the likes of Super Mario Kart, Wacky Wheels, Skunny Kart, and even the original Turbo Sliders.


Advantages and Disadvantages of This 3D Method.

I can have more control over using the individual tiles and produce some better low-spec 3D using tiles instead of a tile atlas. I do not need to re-create the greatest artwork ever conceived to make quality material. I am not overly cheap, though; so I have to make textures and models to where I have made at least some legit effort at producing everything. This low-spec method means I do not have to produce AAA-quality art or models to be successful. Since I have the idea of giving a unique twist to pixel art and low-res 3D, I want to be able to make it fun. I am thinking of making things 3D but not overwhelming what might have been popular in the 1990s with 3D. Since my current concentration is on race tracks, I want to be able to see my low-style creations be made for different systems and engines. I have no shame in using an advanced simulator like Assetto Corsa to make low-resolution style race tracks. Of course, I will need to make the Assetto Corsa experience interesting to give a modern style to what seems to be low-spec 3D art and low-spec 3D modeling.

The disadvantages are obvious. People are not going to take art seriously if it looks like someone in grade school for a school project created it. There is still some accomplishment in creating something if it turns out being something fun and that you put full effort into. Creative work should be about putting in your best effort to try to impress your audience. You can not impress everyone, but you can still impress just enough people to make something enjoyable.


Lessons Learned and TO DO Notes.

Establishing your own identity and doing creative work in your own way are key to letting yourself be known in any sort of media. While my recent ambitions seem like giving up on realistic 3D, I am also trying to solidify and showcase my own style. You sometimes have to do things your own way to where you are happy with what you produce even if others think you can do better if they don't like your work. While anyone can produce great creative content, you also need to produce content that you can be proud of making. I am therefore happy with what I have produced and think I can do better.

What I might do is maybe design textures into their own separate images rather than put them into a texture atlas. I even thought of doing my texture atlas a different way. I also have to try to learn how to better UV map textures after using Blender's Spin tool. The method I came across is to reset the UV mapping, straighten the UV islands, and then use a Follow Active Quads to properly utilize the 3D space I am using.

I also may want to improve my pixel art skills. I am not adept at things like using a limited palette or using different techniques to produce more amazing pixel art. That will be something else to enhance upon my work. It will help make my low-spec pixel art become liked more even by those more into pixel art.


Future Plans.

When I feel I have done enough making race tracks and other things, I want to then try to design characters in this same style. I also want to try to make scenes and worlds that are not race tracks. Besides my 3D racing ambitions, I even had ideas for action, RPG, fighting, and sports settings (motorsports technically count as sports). I had some ideas for RPG-style worlds using my current methods.


Inspirations.

Click on the links in this section for inspiration on all of the different things I have discussed in this blog post:

• I mentioned Moja Grand Prix. Even though Adobe Flash was discontinued long ago, you can view this site that gives you an idea of Moja Grand Prix: Moja Grand Prix on BeautiFl (WARNING: Site is not entirely in English). If you have Adobe Flash Player, you can play this game in that program if you download the SWF to your device. There was also a sequel called Moja Grand Prix 2, but I don't think there is too much difference from the game except for more Chinese text.

• If you don't know what Mode 7 is with games, mostly from Super Nintendo and Game Boy Advance, learn more about Mode 7 in this Wikipedia entry: Mode 7 - Wikipedia. What I have planned previously was adding more 3D depth to Mode 7-style 3D.

? Assetto Corsa for non-realistic tracks is what I made mention to. To give you insight on fantasy tracks that are unrealistic in nature, here are two videos for you to watch (thank the uploaders for making their videos public):


^ [Assetto Corsa] LEGO Speed Champions - 1:12:779

^ Mario Kart in Assetto Corsa Track List!

Hopefully this all gives you an idea of the low-spec work I plan to do in the 3D art realm.





This concludes my breakdown of my low-spec 3D art. Maybe this inspires you to try some low-spec 3D models and textures. Stay tuned to this blog and my social media to see my latest works! Subscribe/Follow my blog(s) in any capacity if you love my work. Share my blog post(s) with others if you enjoy my work. Support me further by connecting with me on social media; and if you are inclined, feel free to donate to me (donations are voluntary but would be appreciated). Thank you for reading! Take care and be well.

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Thursday, February 29, 2024

3D Modeling Asset Breakthrough

John B. Marine | 4:56 PM | | | | Be the first to comment!
Of late, I had a breakthrough in testing 3D assets for games. Using GZDOOM for DOOM and JFDuke3D for Duke Nukem 3D, I finally found a way to test out my 3D assets. I learned to import my creations into these ports. The impact from my first successful 3D model importing is me trying to make more models to replace some of the sprites in such games. This blog post is a look at some of the creations I made and what I replaced some graphics with.






3D Modeling Asset Breakthrough


Most of what I have created was done in GZDOOM. I used Duke Nukem 3D also because it is my favorite first-person shooter. GZDOOM, though, was easier to import and implement my creations. JFDuke3D was more of a pain to get my models into the game. I still succeeded.


Model Showcase.

Here are samples of the 3D models I worked on...

3d canteen DOOM
^ from: (my X/Twitter) - Carry around a canteen to hydrate while on duty.

3D canteen DN3D Duke Nukem 3D
^ from: (my X/Twitter) - My Canteen, in Duke Nukem 3D.

classic DOOM asset collage
^ from: (my X/Twitter) - This is a collage of assets in DOOM I developed. From left to right, top to bottom: canteen, small sci-fi healing kit, large sci-fi healing kit, pistol clip, ammo box, and four shotgun shells.

small health kit
^ from: (my X/Twitter) - This is a small healing kit. It will recover minimal health in a game.

large health kit and berserk (DOOM only)
^ from: (my X/Twitter) - On the left is a large health kit, and on the right is a berserk health kit meant to be used in DOOM. The large health kit will recover a moderate amount of health. The berserk operates as it does in DOOM- full health and a damage increase.

paramedic bag
^ from: (my X/Twitter) - This is a Paramedic bag. Depending on the game, this item restores a massive amount of health, grants full health, or takes your health a level above full health.

These are only a handful of game assets I developed. I may go back and edit some of the other game assets I worked on previously.


My Workflow Explained.

My workflow consists of using Blender to make the topology for my models. I use GIMP for texturing my models. I export a map (as well as a UV layout) from Blender to aid in trying to develop UV mapping for my models. Once that is done, I export my models to FBX.

I only exported selected objects and the animation and geometry data. From what Blender considers forward (-Y), I change Forward to "-X Forward" and Up to "Y Up." Other options: Apply Unit enabled, Use Space Transforms enabled, Apply Transforms enabled, triangulate objects, and bake animations.

I use a program called Noesis to convert my FBX to either MD2 or MD3. I had some better luck with MD3, so that is what I use for my exported format from FBX. What I do in Noesis is rotate the model 90 degrees. If exporting to GZDOOM, I use an Advanced Command of "-scale 0.5") or something so the model doesn't look massive in GZDOOM. The original FBX size of my models seem just fine for Duke Nukem 3D in most circumstances.


Struggles Implementing Models.

GZDOOM has been rather simple to implement models into. The one problem I run into is forgetting to put my creations into my own custom PK3 file. I realize why I don't see updated material because I fail to update my PK3! So if you're importing 3D models and textures into GZDOOM, remember to implement them into the PK3. It is recommended you use SLADE for editing PK3s, and also get ZDL to load up DOOM or DOOM2 using a custom 3D PK3.

I struggled so much with Duke Nukem 3D because I had trouble setting things up in DEF files. What makes DN3D easier, though, is that while you have the High Resolution Pack (HRP) installed, you do not need to compile everything into one file like with GZDOOM. The big problem with me is that the MD3 files I've used do not have animation frames to use. So when you define a model, you have to leave the part blank about certain animation frames (the "definemodelframe" property) if you're using a static model.

While I haven't tried out importing models for "Cube Engine" or "Cube 2 Sauerbraten," they were two other options I considered for making 3D models for. The process is rather difficult doing so. I also considered trying out my 3D assets in "Quake 3 Arena" or "OpenArena."


Future Plans.

I hope to be able to develop models that can be animated. I am looking at GZDOOM, Duke Nukem 3D, and even Cube 2 Sauerbraten for animation of MD3 models. GZDOOM seems the easiest to implement animated models, so most of my early attempts could be with GZDOOM. I am going to offer models anyways that will not be rigged or have any animations for those who want to use Mixamo or something for animating models. They will be offered in Blender format along with GIMP's XCF files. The benefit to this? You save money! That is... unless you prefer to subscribe to an *industry standard* at exorbitant prices...





That's all for this blog post. Thanks for checking out my creative work blog, John's Creative Space! Subscribe/Follow my blog(s) in any capacity if you love my work. Share my blog post(s) with others if you enjoy my work. Support me further by connecting with me on social media; and if you are inclined, feel free to donate to me (donations are voluntary but would be appreciated). Thank you for reading! Take care and be well.

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