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Understanding the Defence 3D Modeling Pipeline

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Manage episode 348545394 series 3404951
内容由Warfighter Digital提供。所有播客内容(包括剧集、图形和播客描述)均由 Warfighter Digital 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal

Tom & Colin introduce the first episode of Season 1's education episodes.

This episode is designed to be referred to when you (the listener!) have a need to 'gen up' on 3D modeling. Specifically related to the defence industry.

3D Modeling Topics Covered:

1. Scoping the work/Design

A careful process that can take several discussions with a new client. Setting expectations; defining deliverables. Most projects succeed or fail in the planning phase, and it happens all the time (e.g., recent M4A1 model).

a. Technical Specifications

  1. Target engine
  2. File format requirements
  3. Shader inputs
  4. PBR (metal/rough)
  5. Spec/gloss
  6. Special textures
  7. a. Thermal

b. Fresnel

  1. Animation requirements
  2. Special functionality requirements
  3. Geo LOD
  4. Shadow stencil LOD
  5. Dimensional precision requirements
  6. Polycount
  7. Texel density
  8. Naming conventions
  9. Stylistic requirements (photorealism, stylized, brand new or grungy?)

b. Reference Gathering

  1. Photo references
  2. Technical drawings/blueprints
  3. 3D scans
  4. Measurement data

2. Modeling

The beginning of the “real work”. There are many different pipelines.

a. Highpoly

b. Low Poly

  1. UV Map

  • Overlapping vs non-overlapping UVs, number of UVs.
  • UDIMs -an automatic UV offset system that assigns an image onto a specific UV tile

  1. Texture baking

  • AO
  • Normal (world space, global space) , Y-/+ (OpenGL vs DirectX), Mikk-T vs not
  • Curvature

  1. Texture authoring

  • 3D authoring has become standard
  • Gloss/Rough the most important for overall “feel” of materials

  1. LODs

  • Auto-LODs (there are some limitations)
  • Do one or two by hand, the rest automatically

3. Export

4. Rigging/Integration

5. Testing

Hosts:


Guest:


Episode Sponsor: Conducttr

Conducttr is a hybrid warfare/crisis simulation platform that supports a wide range of realistic command post and field exercises. Its synthetic Internet delivers a realistic virtual information environment ideal for exercising in information operations, media operations, social media, OSINT, cyber, CIMIC, and foreign affairs as well homeland security, counter-terrorism and humanitarian disaster relief.

Conducttr can be used solo or with operational systems (as a “digital wrap”) during live exercises that can last from an hour to several weeks. Available on cloud, on premises with VMware and deployable on laptop as needed.

Links:


  continue reading

38集单集

Artwork
icon分享
 
Manage episode 348545394 series 3404951
内容由Warfighter Digital提供。所有播客内容(包括剧集、图形和播客描述)均由 Warfighter Digital 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal

Tom & Colin introduce the first episode of Season 1's education episodes.

This episode is designed to be referred to when you (the listener!) have a need to 'gen up' on 3D modeling. Specifically related to the defence industry.

3D Modeling Topics Covered:

1. Scoping the work/Design

A careful process that can take several discussions with a new client. Setting expectations; defining deliverables. Most projects succeed or fail in the planning phase, and it happens all the time (e.g., recent M4A1 model).

a. Technical Specifications

  1. Target engine
  2. File format requirements
  3. Shader inputs
  4. PBR (metal/rough)
  5. Spec/gloss
  6. Special textures
  7. a. Thermal

b. Fresnel

  1. Animation requirements
  2. Special functionality requirements
  3. Geo LOD
  4. Shadow stencil LOD
  5. Dimensional precision requirements
  6. Polycount
  7. Texel density
  8. Naming conventions
  9. Stylistic requirements (photorealism, stylized, brand new or grungy?)

b. Reference Gathering

  1. Photo references
  2. Technical drawings/blueprints
  3. 3D scans
  4. Measurement data

2. Modeling

The beginning of the “real work”. There are many different pipelines.

a. Highpoly

b. Low Poly

  1. UV Map

  • Overlapping vs non-overlapping UVs, number of UVs.
  • UDIMs -an automatic UV offset system that assigns an image onto a specific UV tile

  1. Texture baking

  • AO
  • Normal (world space, global space) , Y-/+ (OpenGL vs DirectX), Mikk-T vs not
  • Curvature

  1. Texture authoring

  • 3D authoring has become standard
  • Gloss/Rough the most important for overall “feel” of materials

  1. LODs

  • Auto-LODs (there are some limitations)
  • Do one or two by hand, the rest automatically

3. Export

4. Rigging/Integration

5. Testing

Hosts:


Guest:


Episode Sponsor: Conducttr

Conducttr is a hybrid warfare/crisis simulation platform that supports a wide range of realistic command post and field exercises. Its synthetic Internet delivers a realistic virtual information environment ideal for exercising in information operations, media operations, social media, OSINT, cyber, CIMIC, and foreign affairs as well homeland security, counter-terrorism and humanitarian disaster relief.

Conducttr can be used solo or with operational systems (as a “digital wrap”) during live exercises that can last from an hour to several weeks. Available on cloud, on premises with VMware and deployable on laptop as needed.

Links:


  continue reading

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