Planet Postmoderna Blog

New Postmoderna Website is up

by Alan "Flapman" Morgan on Apr.12, 2010, under News

I couldn’t sleep tonight. A lot of things going on with the personal life, the project, work, etc.

I decided to get up and get some details wrapped up: update info on dev/community forums, this blog and return emails.

The key item I wanted to post about here is that we finally have the website revamp done. This has been on my to-dos for quite sometime. I speant most of last weekend working with one of the templates I found on Wix. They are one of our sponsors and partners and have provided us our website hosting.

The look, definitely has a more professional feel to it. I still need to find a better music track for the ambient background music. For now, I am using one of the tracks that Wix has available. Email me or post a comment here if you would like to donate a music track for us to consider and possibly use.

Check it out when you can at www.planet-postmoderna.com. Share with us what your thoughts about it are.

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Planet Postmoderna is now Pod-enized

by Alan "Flapman" Morgan on Mar.30, 2010, under Dev Journal

The Pod is a primary object/model at Base Camp, the initial waypoint on Postmoderna. It is originally designed as a container for delivering cargo, supplies and a few personnel to planet surfaces. They are transported by cargo carrier and are attached in rings around the core of the transport vessel.

When the Black Venture Cargo vessel arrived at Postmoderna (purely by chance) and after the disaster of the closed space tear, these pods were the only things small enough to transport through the collapsed space tear.

Now enough background info. :) I have to say that working on Cydknee’s pod model has been quite a 3dsMax learning experience. I really have not used the design app a whole lot but since the model was created in Max, it made sense to me to try to finish it in 3dsMax.

The biggest challenge with this project for me was unwrapping it (UV Textures). This, for you new to the project and new to 3D modeling, is the process of basically stretching and squashing all the textured polygons of a model onto one surface or individual texture that is later applied as the main texture of a model in a game. Now if anyone out there has a better definition, please post it. :)

At first I was doing the unwrapping the hard way—the very hard way. I used the “Flatten Image” function in 3dsMax. It flattened out all of the UV sections but as you can see below, there were quite a few. More than I wanted to deal with.

UV Normal Unwrap in 3dsMax

UV Flatten Unwrap in 3dsMax

The problem I was having was that I went the route of trying to merge or “stitch” the individual pieces together to make larger ones. That process was extremely tedious and I was starting to grow impatient. There had to be an easier way. Now I want to add that I could have just purchased a plug-in for 3dsMax called Unwrella. Based on the specs of the plug-in and the demo movie clips, this could have made the process a little easier. I just was not ready to spend the money on it yet (although it is only about $250). :) I also wanted to see if I could actually do the unwrapping from using what is built into 3dsMax.

I went to the Autodesk Forums, The Area. Ivan (from the forums) directed me to this very helpful tutorial. At first, much of what was discussed on the tutorial went over my head but after watching it a few times, one piece of logic finally hit me. I really needed to get back some basics. Of course, at this point, what is basic to 3d modelers is still complexed to me.

I revisited my favorite guide to 3dsMax, the 3dsMax 2009 Bible, by Kelly L Murdock. I poured over the chapters about UV Unwrapping again. This time, what I was reading, was starting to make a little more sense.

I went back into 3dsMax and reopened the Pod model. I re-assigned the UVW Unwrap modifier (a modifier that automatically–in most cases–creates the seams that separate the polygons of the model) to the model within the modifier stack. I started selecting some of the specific polys I wanted to work with. I opened the “edit” panel for my UVW (the UV term for the coordinates of a UV map) and selected the “planar” unwrap button. Presto, I had an unwrapped part of the model to rescale and put in the area I wanted to texture. From that point on and one face and one section at a time, I was effectively unwrapping the model. Ooh, I felt like I found the Holy Grail of unwrapping. I was that excited.

I began organizing the individual pieces in the map area. As I pulled all the sections in an arranged them, I rendered a temporary UV Map image I could further texture.

UV Temp Map

Temporary UV Map

I next transferred the existing textures on the model to the UV base texture using something called “Render to Texture” method. This gave me an initial diffuse (color) texture for me to tweak and add details to. The process did what is called in the industry, “baking.” Now for those of you who know me, you know I love to cook, and this is in no way what I think of when I hear the word “baking.” Nevertheless, in technical terms, the process bakes the textures to another and in layers too (if you so desire) that can include (but is not limited to) shadows, lighting and other special texture effects.

Of course as I started working on the textures, I found it necessary to go back and forth between 3dsMax and Photoshop. I kept wanting to check my work in a more “live” mode so I made sure that the texture I was working on was also the active diffuse texture I had on the model. This actually proved to be a pretty good idea. Although, I am sure 3dsMax professional modelers out there would likely think my methods backwards but it worked for me and I was able to get the final texture the way I wanted it (details and all).

Checking the textures in Max

Checking the texture in Max

Back and forth I went until I finished all the details and shading as I needed it. Occasionally, I had to move another poly or two to get something to look right that wasn’t. Believe it or not, even the final still had areas I needed to fix but, hey I am still learning and will get this down as some point. I don’t need to be a master, I just need to provide direction with a little background behind me.

Pod Finished Diffuse Texture

Pod Finished Diffuse Texture

The next thing I did was export the model as it was currently, into Collada format (used by Multiverse) and test it. One challenge I found right off the bat was a few polygons in one of the upper areas that had their “normals” (the direction that a texture image appears or is facing) reversed.

Wrong Normals

Normals that weren't working

This was very frustrating for me. I tried everything I could read about to fix the problem. I just could not get them to show in the right direction. Within 3dsMax, this area rendered fine but when I rendered it within the Multiverse Model viewer, it looked wrong. I reached out to the Multiverse community and was able to get some really good counsel from members on the Multiverse Forums. I was given a solution that by itself worked great. The tweak was 2 lines added to my Multiverse object material file.

cull_hardware none
cull_software none

Now this may seem another language to some of you (it is to me) but this little fix, renders textures 2-sided in the Multiverse Client Browser. I thought, COOL! No, it still did not work. Hmmmm.

Temp Fix for the Pod

Temporary fix for the normal

The problem I was having was that I was using a master material file that didn’t seem to like that little fix. If I used it in the basic material file the the Mutliverse importer created, it worked fine. In 3dsMax, everything rendered great. I loved the way it looked. I just wanted it to work well in the final world. I was frustrated, but I swallowed my pride and my desire to find perfection and, decided to go with the fix.

Pod Model in Max

Pod Model in Max

With the polygon normal issue behind me, I went on to my next step which was to add in the primary collision volume. This would make it so that in the world, an avatar can’t walk through the model. Collision volumes…get it? I followed the instruction on the Multiverse Wiki for creating collision volumes. I created the box that would be the primary collision volume.

Pod Collision Volume

Pod Collision Volume

After that was all done, I imported my final model into Multiverse and put it into the Planet Postmoderna World file. I also tested the original materials I had worked hard to create (diffuse–color, normals for how light bounces off the model and the specular for the reflective properties). And guess what? Miraculously, no more problems with the polys. Okay, that was odd but, hey it was working. Why should I question the results? :)

The Pod inworld

The initial pod render

Here is also an alternate view I tested out. There is a feature of the Multiverse World Editor that allows me to disable certain parts of the mesh. The settings allowed me to make the pod look like it is starting to get stripped down (per the background story). Nice effect.

Pod on its side

Pod on its side

The above version is missing the normal and specular texture maps of the original but funny thing is, it actually has more the appearance I want. I need to figure out how to tweak the other one. I also still need to work on a few areas in which the textures look stretched. Always something to do but boy does working on this project teach a lot? I just have to be careful not to want to do too much.

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Working on the monster of all models

by Alan "Flapman" Morgan on Mar.16, 2010, under Dev Journal

Well, it really isn’t a monster but that statement got your attention didn’t it?

I have been trying clean-up and ready a model that a very skilled but very part-time (I say that with a smile on my face in case he is reading this) team member created. The model, our infamous “pod” looks great — and it should. It was made by a guy that is incredibly talented with the 3dsMax design tool. I met him through Craig’s List when I was trying to find someone to tutor me in the art of 3dsMax.

Of course, learning the “art of” is the last thing I would think of when I imagine my learning curve with 3dsMax. It is an awesome and very powerful design program and I am forever indebted to Autodesk for helping our project out but, I am just an impatient person in my mid-life. :) I want results fast. Who am I kidding though? It took me 2 years to learn even the basics of Blender. This was because of limited time and lack of focus.

Now, not only do I still have limited time, but focus? I am focussed on making this project a success. Running this project is more than just learning how to make, texture and put the models into the world. It is learning the Multiverse Platform and tools, understanding the design tools and being able to relay info and instructions to team members so they understand. Add onto that, promoting it, recruiting team members, staying in front of the community…the list goes on and on. My understanding in each part is key. I don’t need to be an expert but I need a basic understanding or at least surround myself with those that do. I have to admit though there is a sense of empowerment and the thrill you feel when you have learned something new. :) As I have said before, I could not have told you what a poly or a normal was 2 years ago.

Well, anyways, back to the pod model. As you can see from the image below, it is a pretty neat model. I am glad it looks the way it does and it really portrays the effect of its persona: sci-fi/ruffian and very functional. Hmmm. I am not sure I used quite the right words there. I love it though. That’s all that matters.

Pod Concept

Pod Concept

Story Background: These pods carry cargo and personnel to the planet of Postmoderna. They are the only thing small yet packed enough to get through the space tear. The descend to the planet like steel meteorites even though their huge parachutes do the best they can to slow the fall. Actually the landing is a lot softer than I make it sound. Afterall, there are people in there too.

After the pods are unloaded the metal shells are later converted into parts and materials for further make-shift as well as organized construction on the planet. Think big western “outback” in space. Nothing is wasted.

Now, to the part that is frustrating me. Since I am new to 3dsMax and am desperately trying to hurry to the point I can consider myself at least 10% proficient, I am having trouble taking this model and getting it to the point of importing it into the world.

Yes, I am getting some great counsel from a very good book, The 3dsMax 2009 Bible, by: Kelly L Murdock (awesome reference) and I am also getting help online at The Area, a Autodesk Creative and Knowledge resource for the Design Community, but I feel I am still not getting the answer I am looking for. I just want to UV-Unwrap this model without a ton of tiny little steps to get there.

Now knowledge is power and I will definitely relax and give myself a “V8-kind of smack in the noggin” (V8 is a brand of vegetable juice in case you did not know) when I learn what I need to learn. For now, I just sit there and look at all those tiny pieces that I need to organize so I can texture this beast a little better and have it all nicely packaged when I need to export it to Collada format for Multiverse.

UV Texture in 3dsMax

I do know that I will get the answer soon from someone out there and will be able to make this point of frustration a little not-so-recognizable bump in the road I am on. I just need to be patient. :) Hmmm. Easy to say though if you are the one with all that knowledge and has been down this path already (or a similar one). :)

Now what about my friend from Craig’s List?, you might ask. Well, he has his own media business and is hard to reach. He also really specializes in websites and animations. This is why most of his models are high-poly. Up until now he has never had to worry about game-quality models, poly counts or UV Mapping. Come to think of it, neither did I two years ago. I am sure we will reconnect soon. I have to. He has made a few other models I need to figure out too.

I am really glad to have met him and to have been able to work with someone local for a change. Most of the people on this project don’t live in my town many not even in my country. That’s not a bad thing either (I love that it’s a global project) but it’s just nice to have someone local too.

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What a few trees will do for your scene

by Alan "Flapman" Morgan on Mar.09, 2010, under Dev Journal

I did not get to do too much project work this weekend as I was at a church retreat with my daughter. It was a really great break. I volunteered along with many others from church to work the camp’s kitchen and serve the 200 or so Jr HS and Sr HS Students. It was exhausting but fun at the same time and I know the students had a blast. It was a really nice break from the stresses of life and a nice distraction from this project. I also made some new friends and that in itself is a reward on top of the reward of just being able to serve these kids and help make their retreat memorable.

Now, let’s recap on some of the work that we did the previous week.

Ion created some new textures for the toolshed, a structure in-world created from pod parts and resources gathered from the surrounding area. We modified some of the shaded texture areas which created a little more realism. Notice the brightness under the roof of the first image below. We both agreed; that needed to be fixed.

Original Toolshed Textures

Original Toolshed Textures

Now look at the following image and take note of the differences. Notice the interior roof and some of the other shaded areas.

Toolshed Texture Revamp

Toolshed Texture Revamp

We updated the textures for the grain and fertilizer bags. Ion created an alternate texture for the grain and a lighter version of the fertilizer sack. The original was a darker green. The newer version was a tad bright so I toned it down with a trick Ion taught me. In Photoshop, I made a copy of the image and used a special blend option called satin. I played around a little with the transparency settings to get the texture to just the right tone. The final image is what your see below. I also kept the original texture for use in shaded areas.

New Sack Textures

New Sack Textures

Last but not least, we put in some foliage using the built-in SpeedTree demo that comes with the Mutiverse World Editor. To use it, I created a zone for a forest within the Multiverse World Editor and populated it with trees, grass and roses (those came with the demo). If we want to create more custom foilage (which we will someday), we will need to get a license from SpeedTree. That initially will be around $1600. After the project goes live, we pay the additional $7-10,000. I know it is steep but for it does, I think it is worth it. Right now, the demo objects will work just fine for the purposes of the Planet Postmoderna demo.

Farm Construction Zone with Trees

Farm Construction Zone with Trees

What excites me about this is the difference the trees and grass make to the scene. It adds a new dimension to what was a seemly flat landscape. Oh, okay, I lied. It is more than a few trees. :)

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Project Update: 02242010: New Models

by Alan "Flapman" Morgan on Feb.24, 2010, under Dev Journal, Planet Development

Work continues on the demo and prototype of Planet Postmoderna within Multiverse.

Today we added a fertilizer sack. This sack is used to contain fertilizer that is used with the farming modules that will produce food near Base Camp. This small model object was created by our own “Ion.” I think it came out pretty good.

Fertilizer Sacks

Additionally, Ion helped create a replacement to our original Comm Tower which just did not have enough excitement to it. In its place we planted the new packaged communications set. The set comes in two models. One is the collapsed version as seen below. The other is the fully deployed version which follows.

These models were designed using Blender and the textures were done with Photoshop.

Communications Tower Set in Collapsed Mode

Communications Set Deployed at Base Camp

Story Usage: These sets are transported to the planet through the space tear onboard the pods. They are then unpacked and deployed where they are needed for site-to-site communications. Unfortunately, just like all offworld electronic technology, eventually these are rendered useless by the effect of the planet’s crystals. This is the case until they are eventually refitted to use the crystals as a power source.

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