ANM220 week#6

Yesterday we had a progress presentation, the feedbacks that is given to our texturing and modeling team so far so good. While we have to work more hard on our texure, specially for the bump and specular map. We still have a lots of model’s texture need to work on, that need to take lots of time. So we decide to set the dead line to week 9 to finished all the texture with approval from all the lectures.

neededmapssmall.jpgFigure1. Textures

As we realize, the normal map can not satisfy our requirement very well, some details on the model can not be perform by the map we bake in previous modeling stage. However we dont want to scrap them. When we used a nomal map, in a simple scanline render, I don’t know any ideas about using a nomal map and a standard alpha bump map together. The only thing I can imagine is probably we can convert the nomal map into the a heightmap. So I did some research.

Due to the research I found out we can combined normal map with bump map, but it is hard to realize by 3dsmax, most of the answer I found from internet was saying using maya and other software. For example, there is a new feature in Mudbox, which allow you straightly combined nomal map and greayscale bump. A second way is you can directly paint on nomal map, but this is more time consuming.

Another simple way is using software that can help for you to generate bump map, which is converting nomal map to bump map. That would be a lot more easier, although there would be some problems when you testing the bump,  but you can easily fix it. The most common software that used to help generate bump map is Nvdia photoshop plugin, another is crazy bump. I am now using crazy bump for generating the bump and nomal map. It is specify in these function and vary hepful and handy.

Reference list:

Exut (2011) Normal maps + bump maps. Available at: (Accessed: 28 October 2016).

Wolfire (2009) How to make a seamless tiling texture. Available at: (Accessed: 28 October 2016). (2015) Generate normal and bump map filter in Photoshop CC 2015 tutorial. Available at: (Accessed: 28 October 2016).

Lin Chou Cheng (2013) Creating a combined relief effect with normal map & bump map (Autodesk maya). Available at: (Accessed: 28 October 2016) (no date) Nvidia normal map Plugin. Available at: (Accessed: 28 October 2016).



ANM220 week#5


This week, I finished the rigging for butterfly, I did lots of research but they barely help. However thankfully, I tested many ways and eventually found out a way to do that, the first video below is the final results of the bones and controller. My another major task this week is texturing the tower. During the weekend,I learned a new software called substance painter to help my workflow faster and more convenient.

There are some features in substance painter are very nice and helped me a lot when Texturing. before using it, I tried several ways to get the first mockup texture faster and easier. I used photoshop 3d workspace and also tried directly texturing in 3DS max but it is still very struggle in the testing  stage. And due to the computer processor’s reason, it effect the running speed so badly.


Figure2. Substance painter interface

The first thing I found out is very convenient when using substance painter is, when import an object, it can separate the mesh for you base on the texture you used on the model. If some elements of your entire model are sharing the same texture, after import into substance painter, the elements that share the same text will be treated as one object. For each object it will contained four kind of maps, and you can create layers to edit it as you are using photoshop! You can either paint on the uv map or directly paint on the model. Second is using the mask, instead of using also lasso tool and magic wand tool in photo to select the area you want, in subtleness painter you can select by element or face. that is very convenient when texturing model. A trick in texturing in substance painter is using height map, you can paint the death of your model and them bake them to normal map. In addition, you can paint the roughness as well.

Right now I am in the actual texturing stage, so after I got the mockup texture model I am kind of get an idea of what the color is gonna look like. later on I will still using the substance painter to get more depth and details.

Reference list:

J. Thacker(2016, September 02). 10 power tips for substance painter and substance designer. Retrieved October 23, 2016, from

RATSGAME (2015, July 1). Substance effects + height painting trick Retrieved from

User, U., & liatti. (2016, July 21). Substance painter – substance painter – Allegorithmic documentation. Retrieved October 23, 2016, from


ANM220 week#4

After optimise the tower model, I start to unwrap it. Although I feel kind of struggling in arrange the uv layout and unwrap so much elements. But finally, I am done with it and can start to texturing now. All the struggle is well worthy, after doing so many research and finding solutions online. I got to know several techniques and workflows of unwraping and texturing.


Figure1. Tower Unwrap with checker map

The most common techniques that used in game asset is using atlas and tiling texture.  As we mentioned before, the increasing amount of texture for each object will cause waste in video memory and runtime. The altas texture is typically a collection of several textures. I have done some research for how to do it, but coulndt’t find a very specific tutoriol that using 3d software itself, most of them are using addons or script. The goal of using altas texture is mainly save the drawcall, thus there are two main process. One is combined as much textures in one map as possible, anther is lower th resolution if you can. The first one is basically combine maps that you are already unwraped before. The next one is overlap the facet that share the same texture, so you can lower the resolution of your texture. Due to this reason, you will need a tileable texture, basically means it is seamless when tile them.


Figure2. Atlas mapping with tiling texture.

In Unity, for one object that has several element and each of them has its own material, if the object is not gonna move, you can use static batching in unity, it will make all the object into one drawcall.



Figure3. Seamless texture

To do texture altas in 3ds max, we will need a script call texture atlas generator. However this time you would be better to not use tiling textures.The process will be first inport all the objects you want to combine the texture into one scene, then use the generater to genrate a large combined atlas diffuse map.  While sometimes there will be some problem, so you need to check your texture if it will work. After you apply them as material, you will need to adjust th uv accordinate to the atlas texture. If it is all fit, then it’s done!


Reference List:

A. (2007, October 18). Phantom. Retrieved October 15, 2016, from

M. (2014, January 27). Static batching in Unity 3D with Texture Atlas. Retrieved October 15, 2016, from

S. (2016, October 8). Broken Tower (WIP) Need help with planning the UV tilling layout! Retrieved October 15, 2016, from

I. (2013, October 29). The correct way of making Texture Atlas. Retrieved October 15, 2016, from

ANM220 week#3

This week is nearly a modeling week, as a team we all aim to finished the the model and try to get the final approvel done by this week. I have  been given feedbacks and also reviewed others work, it is busy, but all worth it.

My main task in this week is modeling a tower, while after I got my feedback from our lecture, my another task after that is compressing the model to make it less polygons.Basically what I did is delete the unseen polygons, non-important segments and also to reedit the topology. Rather than baking a high poly model to a low poly one, I will focus more on the later texturing part.

Last week, I wrote the reasons why we need control on our polygons, it is because it will affect the running speed in the game engine. There is one picture I showed but haven’t explained, which showed another way of optimizing polygons and help the game engine processing faster, it is called LOD- the level of detail, when an odject in a scene is far from the camera, the performance detail of it will be poor, that means some details can be reduce.


Figure1. Hierarchical LOD

The strategy of LOD in games is basically pre-optimize  the complex model into several level of detailed models according to its distance apeal on screen. What it will do is when you have a close up for a model, it will be high poly which is LOD 0, If you zoom out for a certain distance, it will automatic make the model transite to the next level LOD 1 or even more, which means the less polygons and the less detail.

As we will using the Unity, we can now doing the LOD within


Figure2. LOD Group in Unity

the Unity itself  because they wrote a new script for it. The method of doing that is not that complex. You will use the LOD Group to doing that, Rename the model in hireachy sequence like LOD0, LOD1, LOD2… set them to how it will look in different camera distance.If you name them correctly and set approprate property, the lod model will be then generateby itself.

Reference list:

Cheng, L. (2015, February 28). About Level of Detail (LOD) in Game. Retrieved October 07, 2016, from

Fabian, R. (2010, August 17). LOD in modern games. Retrieved October 07, 2016, from

Unity Technologies. (n.d.). Level of Detail. Retrieved October 07, 2016, from

Unity Technologies. (n.d.). LOD Group. Retrieved October 07, 2016, from

Wesolowski, J. (2014, January 15). How To Plan Optimizations with Unity*. Retrieved October 07, 2016, from

Anm220 week#2

Another week just about to finish again.This week,  it is tough and almost working everyday, but it is also quite substantial. During this week, as a group  we presented our cinematic concept and animatic in front of several other groups and lectures. As we all work so hard in the first week and trying to get lots of feedback, the results are promising. I have decide with the lectures about the model sheet of our character and environment, and finally get to start modeling the tower. Although I met some problems, but it was been solved through research.


Figure1. LOD of model

Besides, Here are the reference images for the building I am working on. basically they shows how they plan their model and texture.


As we are doing the model and will try to import it to Game engine, the high poly model will be unaffordable.So what range of polygon will give you a nice result. As before, We kind of think about games in model, But at last it change to desktop game. The limit for each is different. We are now in a modeling stage, and tray to control the plants asset to 1000 to 2000 polygons and even below that. While for complex model would be in a range from 5000 to 10000. However, I did some research from the official site of unity. They give a advice statistic which is 300 and 1500polygons for each asset in mobile game, 1500 to 4000 for desktop game . If there is numbers of mesh, the poly should be decrease. For each mesh, it should be using one texture map only otherwise it will affect the speed. This is because of term named Draw Calls.

Draw Calls is basically  calculating the model that is reveal in the screen, the way it calculate is not depends on the model itself but the material not it. So if there is muti-material map, each map will be consider as one draw call, it is going to take lots of time.


Figure2. Draw Calls statistics

We are now is planning ahead and deciding limit the polygons as much as we can, still there is other solutions online, and we will find other collaboration who specialized in unity can help us out.

Reference list:

C. (2016, March). Suggestion : LOD models on de_nuke • /r/GlobalOffensive. Retrieved October 01, 2016, from

Crime, N. (n.d.). How many polygons is too much? Retrieved October 01, 2016, from

Unity Technologies (n.d.). Modeling characters for optimal performance. Retrieved October 01, 2016, from

Zarrin, M. (2014, June 19). Crazy Drawcalls On Unity 4.3 Sprite Renderer. Retrieved October 01, 2016, from