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Seneca
Menard
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Do
you work from concept sketches or maquettes, or
are the models your own conceptions?
Everything I work on was designed
by me. We had so many things to build for the
game and such a small team, that everything had
to be done as quick as possible. So, they'd ask
me to build something and I'd either start building
it right away from some quick idea in my mind,
or I'd scribble out some ideas for myself and
then start working. These are CG meshes that we
have to create, but I try to rush it out as fast
as possible, because we have such a small team.
If I get it in the game in one day, then I'm very
happy. :)
As to the process of making
a model, this is what I do:
1) Scribble out an idea very
quickly if I must;
2) Model the high poly version;
3) Model the low poly version;
4) UV the low poly version;
5) Create a Doom shader and render the high poly
normal maps for the low poly version;
6) Paint the diffuse, bump, and specular maps
for the model.
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do you go from the high poly mesh to the low poly
one?
When I make a low poly version
of the high poly model, I take the high poly model
and put it in the background and make the low
poly polygons one by one over it. I never work
with a model that's one contiguous solid mesh,
so I can never run an LOD on the high poly mesh
to create the low poly version. I really wish
someone out there would create a tool that would
merge all of the floating meshes into one contiguous
mesh so an LOD would be possible. Especially considering
how normal maps are becoming the industry standard.
ZBrush actually can do that, but the polygonal
accuracy isn't high enough to be able to use it
properly. :(
I actually did use the ZBrush
unified mesh tool once on a pretty simple model
where its accuracy would work out, and it took
me longer to clean up all the holes in my model
than it normally takes me to make my low poly
mesh poly by poly. The reason why there were holes,
was because my high poly model was flawed. There
were a couple of floating meshes that had little
gaps between them.
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How do you make the normal
shader maps in LightWave?
We make all our normal maps
in the Doom engine - we've been working on this
stuff for a long time before other companies started
thinking about putting it in their programs. After
we're done making the high poly and low poly models,
we create a shader that will point Doom to those
models, and where to save the normal map out to.
Once we're done writing the
shader, we just run Doom from the command line
and tell it what to compute by pointing it to
the shader we just created.
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Are
you involved at all with the X-Prize/ArmadilloAerospace
project?
I wish I was. That project
has completely blown me away. I remember a couple
of years ago, I was completing all of my work
on my arcade machine conversion (I'm a huge fan
of fighting games, and so I was converting my
Street Fighter 3 arcade machine into an arcade
machine that ran my PS2 and Dreamcast so I could
play almost every fighting game ever on my machine)
and John walked by to get a soft drink. He stopped
briefly and asked me what I was working on and
he seemed interested in all of my soldering irons
and piles or wires, circuits, and chips laying
around, so I got really excited and started telling
him how giddy I was that I actually got that machine
working after all that hard work! Then, he says
"Ah, that's nice! I'm building a rocketship."
My jaw just hit the floor with that comment! I
was super proud of myself because I thought I
was actually impressing that technology genius;
but the fact that he's now a rocket scientist
dropped my amazing arcade machine back to the
stone age.
That Armadillo project is
just truly amazing to me.
Thanks for talking to us Seneca,
and I know your nose is back to the grindstone
on your next project already, so good luck with
that!
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Senaca
Menard |
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