Modeling Techniques: Movies vs. Games
Computer graphic artists are constantly trying to emulate the real world. A main canvas that we paint reality on is the computer generated (CG) 3D model. CG models are used in a variety of ways for many disciplines. Although uses can run the gamut from medical visualization, accident recreation and entomology, main uses of this technology lie within the realm of movie visual effects and 3D gaming. The models themselves are not always accomplished the same way, and depend greatly upon which application it is being utilized in. The main difference between the two is that the CG movie model is simply built to be seen, while its video game cousin is built to interact with.
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Author - James Dargie |
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In general, there are fundamental differences between Movie and Game generated assets. A primary concern is polygon count and efficiency. Currently the only way to model in video games is by using polygons, which can require a denser mesh to emulate smoother or more natural looking models such as humans and animals. NURBS models can be created, but need to be converted and optimized to polygons for use in the game. In pre-rendered movies, any technique is allowed to create your models. Movie models can be generated up to millions of polygons using several different techniques at once. A model consisting of NURBS and polygons as well as subdivision surface models is normal and completely acceptable. Gaming models have to be more efficient in their use of modeled details to maintain a manageable data set to render. The reasoning here is that an efficient streamlined environment composed of the lower poly assets will render more smoothly and give better frame to frame renders during gameplay. What your gaming system is in essence, is a renderer that constantly has the task of rendering each frame of gameplay at 30 frames per second. Some games hit the magic number of 60 frames a second. If this rate drops during the game the result is a poor experience and hampered gameplay. This applies to PC games as well, although they will typically have more processing power to run higher resolution models. With constant innovations and improvement in next-gen consoles and technology, development of more advanced techniques and processes give us more detailed looking models at a lower cost. One of these advances is the use of normal mapping. A normal map acts like a bump map, in that is adds surface detail without adding polygons. Normal maps go a step further because they actually replace the surface normal with new multi-channel data to represent an X, Y, Z coordinate system. What this means is that we can create a high resolution model of 2 or 3 million polygons and bake the high resolution detail down to a normal map that retains the component space data of that high resolution model. It is then a process to create a streamlined model that emulates the general proportions of the high density model, but at a much more efficient poly count of 2500, for example. Once the normal map data is applied to this low-res rendition of our high-res monster, the model immediately looks more complex geometrically but at an affordable rendering cost. Movie productions also use Normal Mapping techniques, but the asset that they use the Normal Map on is typically a more detailed model than the one used in games. In this game example, the scene calls for a wine barrel to be created. It will be duplicated many times in the scene, so it needs to be efficient. We start by building a low-res model of a few hundred polygons: Then a higher resolution asset is created that has more detail and visual interest. This model has many more polygons and modeled details, running up into the 10’s of thousands. From this higher resolution asset we bake out our normal map and apply it to the lower density asset. The result is seen here: The final in-game asset, completed with a color and specular map, can be seen here:
What we have is a high resolution looking in-game asset that renders like a low resolution asset.
Now that you can see it up close and appreciate the details, the highest resolution asset is required here. In a game, these types of LOD model are used constantly and in varied ways to allow the best frame rate at all times. Seen up close, the lower resolution models look out of place. Looking at them in the context of how far away they would be seen, however, makes their existence much more understandable:
This is a primary scene management tool employed constantly in games. At the block stage, the overall proportions are identified with a simple low detail model. This helps to define the silhouette of the model and have a low resolution asset useful for animatics or test renders. Medium level models take the next step and begin by adding other details onto the Block model that help to define the finished look of the model. Additions like antennae, guns, rear view mirrors or other details that are not defining the general shape of the model qualify. This stage helps to identify moving parts and areas that may require special attention from a technical artist. Finally there is the Detailed model, which contains all of the detailed parts and pieces on a higher resolution chassis. An example utilizing these ideas is a space-ship model that flies past the screen as it speeds towards its destination. Because we only see the one side of the ship, this is the only part that needs to be built. This close fly by model needs to have a high amount of detail and geometry to look convincing. The other side of the model, does not need this level of detail:
For the next shot in this sequence, though, the ship may have to turn towards the camera at a far distance and deploy a docking claw that attaches to a space station. Here we would have a different model of the ship that has an animating robotic arm component, one which the close fly-by model didn’t have. Likewise, extreme close up shots would have a special model made for those elements. There are no concerns for efficiently, really, in the movie created asset. As long as the model can render, it is considered to be acceptable. For a pre-rendered sequence, render time can be extensive, but typically there are large render farms that can tackle the job. There is also the safety factor for these models that any render anomaly can be fixed in Post, where the game model must work all the time at every frame it is rendered in. Other stipulations sometime burden the game model such as the fact that at times the game asset must be “water tight”. What this means is that all of the vertices on the model need to be welded or merged. Render times for real-time shadows and advanced lighting can be complicated if a model is not sealed at the vertex level, and therefore they take longer to compute. It is a common expression that there is a time and place for everything. Nothing could be more true when discussing modeling for Movies or Games. There are certainly similarities between the two mediums and many different approaches to solve the task at hand. As game systems become more and more advanced, these two approaches may become more and more alike. Perhaps one day there may be no distinction in the modeling process between the two. Until then we need to rely on these various techniques and build our models accordingly. *Special Thanks to Eben Cook for supplying the Winery Barrel |
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![]() About the Author: |
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James Dargie has been involved in CG production since 1995. Receiving a degree in Industrial Design in June of 95, he was hired by Take Two Interactive where he eventually became a Lead Artist and Technical Director on Ripper with Christopher Walken and Black Dahlia with Dennis Hopper. His talent for visual story telling naturally lead him to film production where he was a Lead Artist on Square Pictures' CG film Final Fantasy: The Spirits Within in 97. Specializing in modeling, texturing and graphic layout he contributed to designs, concepts and finished assets. After this revolutionary project he was recruited by Retro Studios to work on the award wining game Metroid Prime as a Senior Artist and designer. Continuing his success in gaming he moved on to LucasArts to work as a Senior modeler for games, cinematics and ad copy. A departure from gaming brought James into the world of The Matrix Reloaded and Revolutions for ESC Entertainment. Working as a modeler and designer he worked on the hover craft and weapons platforms in the films. Games were not completely out of his system, however, and in 2003 he was scouted by world renown and industry leader Electronic Arts in Los Angeles to be a Lead artist and weapons specialist for the acclaimed Medal of Honor series. Working on all first person modeling, texturing and animating he is responsible for the accuracy and realism of the weapons and player for the game. Currently, he is the CG Supervisor/Director on Medal of Honor: Airborne and works with all art aspects of the game including art techniques and style. In addition to his full time obligations, James has contributed to numerous television and movie projects through his Reel Navigator productions, and been an instructor at the Academy of Art College in San Francisco. |
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