Login
Body Armor Study: Modeling and Normal Mapping Techniques
By: Dane Munkholm
Supervisor: Chris Jagers
Masters of Interactive Technology degree conferred March 23, 2007
Thesis / Project completed: March 21, 2007
The goal of this project was to demonstrate a solid understanding of low poly object modeling in addition to showcasing a strong ability to generate detailed normal maps through the use of various techniques. My interest in character modeling influenced my decision to model selected items from four different styles of armor. I started out by creating very low poly models for each of the suits, before creating high poly meshes in 3DS Max, Zbrush, and Mudbox. In addition to generating normal maps with these modeling programs, I also used the NVIDIA Normal Map Filter for some of my high poly details. I used Photoshop to clean up normal maps and to do texture work for some of the low poly models.
Utilizing different software packages over the course of this six month project has changed my approach towards Normal Mapping. This study broadened the range of techniques I use for creating normal maps, and allowed for a better understanding of what programs are best suited for different styles of artwork. Due to the frequent use of normal mapping technologies in the video game industry, I found this study to be very valuable.

Print This Page