Product_Specification _US_Miltary_3D_Models.pdf

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US Military 3D Models Federal contract opportunity
Solicitation number
W9124P-16-R-M3DM
Issued by
Department of the Army Materiel Command Aviation and Missile Life Cycle Management Command

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This document describes the scope purpose and requirements for the purchase of 3D Models from a model vendor to be added to the MilGaming library.

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SED Control# 0054-6A

3D Model Product Specification Sheet Specification for professional 3-Dimensional (3D) models used for Game Development, Modeling, Simulation and Training (MS&T)

Contents Contents

1. Background

2. Scope

3. Objectives

4. 3D Model Specifications

4.1. General Requirements

4.2. Geometry/Topology

4.3. Real-World Scale

4.4. Centering at Origin, Placement

4.5. Reset Orientation and Scale Transforms

4.6. Scene Organization

4.7. Textures and Materials

4.8. UVs

4.9. Rigging

4.10. Source Delivery and File Formats

5. Roles and Responsibilities

6. Request for Quote

6.1. Sample Model

6.2. Vendor Worksheet

7. Deliverables

8. Delivery

9. FAQ

10. Glossary

1. Background

The U.S. Army is creating a library of high quality virtual 3D models (with all source data in the native authoring tool formats), henceforth “3D Models”, for use in next generation simulations, training and gaming platforms in support of the Military Gaming Portal (MilGaming). MilGaming is an website with a broad community of interest for all U.S. military services, government agencies and their supporting contractors and affiliates to download game software and supporting content and share resources, knowledge and experience in support of modeling, simulation and training (MS&T) programs.

2. Scope

This document describes the scope, purpose and requirements for the purchase of 3D Models from a model vendor to be added to the MilGaming library.

3. Objectives

The MilGaming 3D Model Purchase objective is to procure 3D models at the required specifications including source files from a 3D model vendor that will be hosted on a central library to support the modeling, simulation and training (MS&T) needs of the MilGaming user community. 3D Models will be of the quality used in modern AAA game titles for use in next generation first person simulation, gaming, and virtual trainers that use various commercial game engines (i.e. VBS+, Unreal4+, and Unity5+).

4. 3D Model Specifications

3D models will be a mix of model types that may include vehicles, aircraft, weapons, weapon attachments, equipment, characters, buildings and infrastructure, etc. delivered according to the following specifications as derived from the SIGGRAPH 2011 Standards in Stock 3D Models (Bousquet & Lloyd, 2011):

4.1. General Requirements

4.1.1. 3D models shall be detailed and accurate virtual representations of the real-world counterparts.

4.1.2. 3D models shall be of overall quality and standards required for modern next generation AAA commercial first person game titles (e.g. Call of Duty Black Ops III, Battlefield Hardline). For purposes of clarification in adjusting 3D models for the specification, you may assume a target platform of a high end modern gaming PC running an Unreal Engine 4 (UE4) based multiplayer game where users will view models up close in the virtual world.

4.1.3. 3D models shall be optimized using modern commercial game standards and processes to run efficiently in a multiplayer environment. (i.e. details of 3D models can often be well represented using various textures instead of polygons).

4.1.4. 3D models shall be based on unclassified references gathered by the vendor and approved by the Government.

4.1.5. 3D models shall include exteriors and interiors where appropriate (e.g. vehicles, aircraft).

4.1.5.1. 3D models shall have representative simple interiors for third person perspective visual continuity in instances where you can see into an object interior from outside of the object (e.g. large windows, glass cockpits, hatches, etc.).

4.1.5.2. 3D models shall include high fidelity virtual cab interiors for visually detailed first person perspectives in instances where you can occupy positions within a manned vehicle (i.e. cockpit seat, gunner seat, driver seat).

4.1.5.2.1. Virtual cab interiors for non-U.S. vehicle models will require less accuracy and need be only visually representative (50% accuracy) while U.S.

vehicle models will require greater fidelity visually (95% accuracy). NOTE: For clarification of “accuracy”, virtual cab interiors requiring 50% accuracy can be 50% correct for the existence, placement, dimensions of components necessary to operate the vehicle but those components still need to meet to the high “resolution” visual quality standards outlined in the Geometry and Texture sections of this product specification.

4.1.6. 3D models shall include and support optimized geometry (mesh), textures and materials, base shaders, Physically Based Rendering (PBR), UV mapping, rigging and damage states.

4.1.7. 3D models shall include variants for camouflage and color (i.e. desert and woodland camouflage) as defined for each 3D model in the Vendor Worksheet.

4.1.8. 3D models shall NOT have any company logos, ID numbers, battle numbers, chevrons or other markings.

4.1.9. 3D models shall include representative Forward Looking Infrared (FLIR) thermal signatures with seamless heat distribution for clear, sunny day and clear, night conditions. The inclusion of a surface material attribution to allow thermal signatures to be based on an external simulation is a plus.

4.1.10. 3D models shall include Damage States to represent no damage, complete/catastrophic kill (e.g. smoking charred hulk), mobility kill (e.g. damage to suspension, tires, tracks, etc.), and firepower kill (e.g. damage from a hit by an explosive round).

4.1.11. The 3D models shall have well-structured and descriptive scene organization within their native authoring tools (i.e. Maya).

4.1.12. 3D models shall be unclassified.

4.1.13. 3D models shall be delivered with all source files from their native authoring tools used to create the 3D models (i.e. Photoshop, Maya, Zbrush, Substance, etc.)

4.1.14. 3D models shall include the source high resolution version and the game version. The game version shall be prepared for the target platform of Unreal Engine 4 (UE4) for purposes of inspection and validation.

4.1.14.1. 3D models native source files (i.e. Maya) shall include detailed high resolution meshes and lower resolution optimized meshes. Note: For purposes of clarification, high resolution meshes shall be required to generate detailed feature textures to apply to the lower resolution model.

4.1.15. 3D models shall have no licensing restrictions that prevent the native source files from being used and distributed in an unlimited fashion and for all Government purposes.

The vendor shall grant a non-exclusive, paid up, world-wide license for the 3D models, including their source files and all supporting files and documentation (aka technical data package) for United States Government or Joint (U.S./Foreign Government) programs, to use, make and distribute copies, prepare derivative works, perform or display publicly any portion thereof, disclose in any manner including delivery to other agencies, contractors, subcontractors, affiliates and other governments, and permit others to do so. The vendor may keep resale rights worldwide.

4.2. Geometry/Topology

4.2.1. 3D model meshes shall be high-definition and optimized for next generation game use with no visible hard edges on round surfaces.

4.2.2. 3D model exteriors will have an overall consideration for 95% accuracy when compared to their actual real-world counterpart. Models can be based on valid sources like CAD drawing information or methods like photo-matching (vertex to pixel snapping correlation).

4.2.3. 3D models shall use quadrangles and triangles only, No N-gons (polygons with more than 4 sides). The 3D models will use quadrangles as much as possible, but triangles may be used where necessary for good edge flow.

4.2.4. 3D models shall have no geometry holes or seams causing see-through cracks in the model.

4.2.5. 3D models final meshes shall not be triangulated.

4.2.6. 3D models shall have no isolated vertices. Each vertex shall be attached to a face.

4.2.7. 3D models shall have no coincident vertices (no redundant or overlapping vertices)

4.2.8. 3D models shall have no coincident or coplanar faces (no faces or polygons that are redundant or overlapping or denote the same surface).

4.2.9. 3D models shall have no non-manifold polygons (a configuration that cannot be unfolded into a continuous flat piece).

4.2.10. 3D models shall have no non-planar polygon faces. All vertices of a polygon face shall lie in the same plane.

4.2.11. 3D models shall have face normals that face outward, meaning they point in the appropriate direction to render the model correctly (no normal flipping).

4.2.12. 3D models shall have no empty objects that have names but nothing else.

4.2.13. 3D models with attachments (e.g. a rifle with an optic or a truck with a trailer) shall have the attachments modeled as separate objects so they can be used separately and interchanged with other models. Such attachments shall not be external references but shall be included in the 3D model file.

4.2.14. For purposes of clarification concerning the fidelity, complexity and optimization of the game version of 3D models required, polygon counts will be comparable to those of similar types below. Note: polygon counts listed here for the game versions of vehicles are for exteriors only and do not include interiors.

Typical Poly Count Model Type 20,000 Avatar/Personnel 12,000 Small Arms (e.g. M4) 18,000 Heavy Machine Gun (e.g. M2 .50 cal)

46,000 Heavy Armored Wheeled Vehicle (e.g. Infantry Carrier Vehicle)

50,000 Main Battle Tank 40,000 Towed Howitzer 40,000 Self-Propelled Howitzer 15,000 Remote Weapon Station (e.g. CROWS) 42,000 Light Armored Vehicle (e.g. Humvee) 40,000 Light Utility Truck 45,000 Heavy Cargo Truck 35,000 Fixed Wing UAV (e.g. Shadow) 45,000 Attack Helicopter 40,000 General Purpose Helicopter (e.g. Blackhawk) 30,000 Medium Air Defense System 15,000 Shoulder Fired Missile (e.g. RPG, Javelin) 15,000 Large House 10,000 Small House

4.3. Real-World Scale

4.3.1. 3D models shall use METERS as units.

4.3.2. 3D model measurements shall be within a 5% tolerance of the actual real-world counterpart modeled.

4.4. Centering at Origin, Placement

4.4.1. 3D models shall be centered at the (X=0, Y=0, Z=0) origin.

4.4.2. The entire 3D model shall sit on or just above the (X, Y) ground plane.

4.5. Reset Orientation and Scale Transforms

4.5.1. 3D models shall be oriented such that the obvious “up” side of the model is pointing in the direction of the positive Z axis or (World up) and the “forward” side of the model is pointing in the direction of the positive Y axis and the right side of the model is pointing in the direction of the positive X axis. In other words, the model will not be lying on its side or upside-down when the file is opened.

4.5.2. 3D models shall be at 100% scale at object level.

4.6. Scene Organization

4.6.1. 3D models shall have scene objects that are organized by layers and groups.

4.6.2. 3D models shall have objects that are individually named and in appropriate layers.

4.6.3. 3D models shall use descriptive and unique object names in English language. Default object names are not acceptable. For character rigs, a prefix or suffix shall be added to bone names.

4.6.4. 3D models shall have no extraneous helpers, shapes, splines, or other objects not specifically needed for the model functionality.

4.6.5. 3D models shall include a grouping or hierarchy allowing all objects in the model to be moved together

4.6.6. The objects representing the game version of the 3D model shall be organized under a group node labeled “LOW”. Note: Only items in the “LOW” group will be checked according to the specification and exported in .fbx format.

4.6.7. The objects representing the high resolution version of the 3D model shall be organized under a group node labeled “HIGH” to help scene organization.

4.7. Textures and Materials

4.7.1. 3D models shall have high definition diffuse textures at 0.5 cm per pixel accuracy or better (created for 4K monitors).

4.7.2. 3D models shall have textures applied where appropriate and with sufficient detail to accurately represent the real-world object surfaces.

4.7.3. 3D models' materials shall reflect moderate fielded wear and tear and shall be included as layers in the source files (e.g. Vehicles and equipment will not be pristine as from the manufacturer but will demonstrate use).

4.7.4. 3D models shall have at least one material applied to represent real-world object surfaces.

4.7.5. 3D models shall have descriptive texture file names and node names that indicate their appropriate correlated object or use. Texture file name prefixes like “Image”, “Pic”, or “Picture” are not acceptable.

4.7.5.1. 3D models texture filenames shall use the appropriate naming convention to indicate their types:

• *_norm - normal maps

• *_diff - diffuse color maps

• *_ao - ambient occlusion maps

• *_rough - roughness maps

• *_metal - metallic maps

• *_mask - opacity mask map (alpha)

4.7.6. 3D models shall have descriptive material names that indicate their appropriate correlated object or use.

4.7.7. 3D models shall use a standardized directory structure for all files as defined by the Government.

4.7.8. 3D models shall include high resolution meshes that shall be used to create the texture maps for normal, ambient occlusion, cavity, and curvature.

4.7.9. 3D models shall include, at a minimum, texture maps for diffuse, normal, metallic, roughness, and ambient occlusion.

4.8. UVs

4.8.1. 3D models shall have no obvious texture stretching.

4.8.2. 3D models shall have seams hidden in less visible areas.

4.8.3. 3D models of any people and animals shall have unwrapped UVs.

4.9. Rigging

4.9.1. 3D models shall include all necessary rigging for manned positions, movement, animations or parts for which users can interact including, for instance, doors, hatches, windows, handles, wheels, sprockets, idler, tracks, turrets, guns and barrels, cranes, booms, cupolas (such as with a manhole), lights, etc.

4.9.2. 3D models shall have frozen/reset transforms.

4.9.3. 3D models shall have uniquely and appropriately named hierarchy objects.

4.9.4. 3D models shall have rigs that function as expected and can perform simple test deformations.

4.9.5. 3D models shall be rigged using a bone or joint based skeletal tree with proper skin weighting.

4.10. Source Delivery and File Formats

4.10.1. 3D models shall be delivered with all source files and associated materials in their native authoring tool formats.

4.10.2. 3D Models shall include the source Maya ASCII (.ma) files with the appropriate content and organization outlined in this specification and shall also include the exported Filmbox (.fbx) files. Note: Maya binaries (.mb) are not acceptable.

4.10.3. 3D models shall include any Zbrush files (.zpr) used to create the models.

4.10.4. 3D Models textures shall include source Adobe (.psd) files and exported Targa (.tga) files.

4.10.4.1. 3D models source textures shall include non-destructive photoshop files (.psd) with all layers.

4.10.4.2. 3D models shall include game version textures as Targa (.tga) files.

4.10.5. 3D models shall include all source metal/roughness PBR workflow maps.

4.10.6. 3D models shall include all Substance files (.sbs, .sbsar, .sbsprs, .spp) used for texture creation.

4.10.7. 3D models shall have no external references and require no third-party tools or plug-ins unless otherwise indicated in this specification or specifically authorized by the Government.

5. Roles and Responsibilities

The vendor will be responsible for research, reference gathering, design, integration, modification, testing and any and all corrections that need to be made to bring the 3D models to the required specification and for the delivery of the 3D models.

The Government will be responsible for reviewing and verifying model references, for verifying interim model additions (with completed mesh construction) and for final verification and validation of completed models for acceptance or to send back to the vendor for correction.

6. Request for Quote

6.1. Sample Model

6.1.1. As part of the Request for Quote, Offering vendors shall provide a quantity of one (1) sample 3D model with their proposal to be considered for the contract.

6.1.2. The sample 3D model shall be of a comparable type of object (e.g. a vehicle) to those listed for this purchase.

6.1.3. The sample 3D model shall be provided in Maya file format.

6.1.4. The sample 3D model shall be provided at no cost to the Government and will be deleted after the evaluation.

6.1.5. The sample 3D model will be evaluated by the Government for conformance to this

Product Specification, and rated as acceptable or unacceptable. As part of the technical evaluation, Government studio measurements and tests may be used to determine compliance with all specifications. Standard software measuring tools will be used for quality check of model attributes to include required model components, file formats, scene organization, basic dimensions, scale, orientation, geometry and topology complexity and structure, texturing, UV use, and rigging. A sample 3D model failing the technical evaluation will be rejected, and both the sample and the proposal will not be considered further. Offering vendors that submit a sample 3D model that successfully passes the evaluation will continue with the full proposal evaluation.

6.2. Vendor Worksheet

6.2.1. As part of the Request for Quote, Offering vendors will find a Vendor Worksheet with a complete list of models in order of priority and additional requirements concerning camouflage patterns and interiors. Vendors shall use this worksheet to provide an estimated cost and estimated delivery schedule for each model.

7. Deliverables

For all models outlined in the Vendor Worksheet, the vendor shall deliver to the Government (1) any acquired model reference materials for approval, (2) screen images of interim model additions (meshes and geometry) for verification and (3) completed 3D models according to the required specification for verification, validation and acceptance.

8. Delivery

The vendor shall deliver the 3D models to the AMRDEC, Software Engineering Directorate, RDMR-BAT, Bldg. 6264 Hackberry Road, Redstone Arsenal, AL 35898 using a Government approved source control system or secure file transfer.

The vendor shall deliver five (5) completed models each month for inspection unless otherwise approved by the Government as part of the scheduled delivery estimate in the Vendor Worksheet.

Final delivery of all models is required one year after award. Earlier delivery at no additional cost to the Government is desirable and acceptable.

9. FAQ

9.1. Q: Do you need the model integrated into a specific IG or serious game platform such as Unreal or Virtual Battle Space (VBS)?

A: Models should be built to modern standards that could easily be used in many next generation AAA game engines (i.e. VBS+, Unreal4+, and Unity5+). For delivery, high resolution versions of each model and its associated files will be required in raw commercial source authoring formats (Maya, Photoshop) along with an additional game version of the model for Unreal Engine 4 (UE4) to be used for model inspection and verification purposes.

9.2. Q: Do you expect only static models with correct shaders applied or models that are prepared to be operational and drivable?

A: The delivered high resolution source models need to be configured such that they could be used with various modern AAA game engines (i.e. VBS+, Unreal4+, and Unity5+), having the mesh, appropriate texturing, materials, Physically Based Rendering (PBR), shaders, etc.

and are rigged for all workable doors, hatches, cupolas, lighting, wheels/tracks, and all manned positions are mountable. Game versions are also required of the models formatted for Unreal Engine 4 for inspection and validation testing purposes but models do not need to be operational or drivable.

9.3. Q: For the focus of the effort, what is your intended use?

A: Models will be used in next generation first person simulations, games, and 3D virtual trainers that use various next generation AAA game engines (i.e. VBS+, Unreal4+, and Unity5+).

9.4. Q: What are your requirements on the 3D interior (ex: level of complexity, accuracy, resolution and interactivity?)

A: 3D models of vehicles, where you can see into the interiors from the outside of a vehicle (i.e. large windows, glass cockpits, hatches, etc.), shall require simple interiors for visual continuity. 3D models with manned positions shall include high fidelity virtual cab interiors (for visually detailed first person perspectives when occupying each position within a manned vehicle). Virtual cab interiors shall be properly rigged so that all manned positions are mountable and weapons, doors, hatches, equipment, etc. can be functionally modeled (e.g. drive, shoot, man the commander’s cupola, sit in all seated positions, etc.) Virtual cab interiors for non-U.S. vehicle models will require less accuracy and need be only visually representative (50% accuracy) while U.S. vehicle models will require greater fidelity visually (95% accuracy). NOTE: Virtual cab “accuracy” involves how accurately the virtual interior matches the real vehicle interior for the existence of components, their correct placement, and dimensions. The “resolution or detail” of Virtual cab interiors involves the quality of the geometry, texture, UV, materials, etc. Virtual cab interiors requiring 50% accuracy can be 50% correct for the existence, placement, dimensions of components but those components still need to meet to the high resolution quality standards of a AAA title game outlined in the Geometry and Texture sections of this product specification.

9.5. Q: Concerning the 3D interiors, will the Government provide access to photographic references for all vehicles, aircraft and other models with operational interiors?

A: Please base your proposal on unclassified reference you already have in your possession or can gather. Reference will need to be delivered to and approved by the Government.

Reference should allow non-U.S. vehicle interiors to be modeled to be representative (50% accurate) and U.S. vehicle interiors to be modeled at higher fidelity (95% accurate).

9.6. Q. Will the Government provide source data (i.e. photos, cad data, blueprints, etc.) or is source gathering a requirement on our part?

A: Source gathering of unclassified reference to be approved by the Government is a requirement.

9.7. Q: Will models need any shaders such as Normal Maps, Specular Maps or PBR?

A: YES to all. All models will need to make full use of modern game platform features for next generation engines (i.e. VBS+, Unreal4+, and Unity5+) including appropriate shaders, normal maps, specular maps or Physically-Based Rendering (PBR).

9.8. Q: What is the deadline if we have to make modifications to the models to meet spec?

A: After award, models will be delivered on a staggered schedule outlined in the Vendor Worksheet and you will have one year from award to deliver all models at the required specification.

9.9. Q: Do small arms and light weapons need multiple skins?

A: For small arms and light weapons, 1 skin is required for U.S. and foreign weapons - the manufacturer color (usually black or dark brown). However additional regulation woodland or desert skins are a plus.

9.10. Q: For the interiors, are you looking for simple game ready or detailed cockpit ready views?

A: Simple interiors are required for vehicles/aircraft that have large windows or open hatches/doors for continuity when looking into the vehicle from outside. Detailed virtual cab or cockpit 1st person perspective interiors are required for all U.S. vehicle/aircraft manned positions. Virtual cabs/cockpits for foreign vehicles shall be representative (50% accurate).

Virtual cabs/cockpits for U.S. vehicles must be detailed and correct (95% accurate).

9.11. Q: Are the weapon/vehicle skins up for personal interpretation or are you looking for standard colors?

A: Vehicles exterior camouflage and interior wall painting will be according to Department of the Army Technical Bulletin: Most U.S. vehicle exteriors will have textures for NATO SCAPP three color (green, black, and brown) camouflage pattern and for desert tan. Others may have a solid base green color. Interiors will range from white, sea foam green, or will match the base green and tan exterior color. For Example, The Bradley Vehicles variants have pale hospital (sea foam) green interiors while Stryker, Paladin, and main battle tanks use white for interior wall color. HMMWV and MRAP interiors will match their base exterior color configuration (green or desert tan). See the Vendor Worksheet for camouflage and color requirements for each 3D model.

9.12. Q: Are we required to UV and texture the models.

A: Yes, required. All modern AAA game model texturing should be included.

9.13. Q: For vehicles having remote weapons stations, are there any differences in the CROWS and RWS systems on different vehicles?

A: The CROWS will have the same configuration across vehicles like the M1240, M1235A1, and Medium Mine Protected Vehicle (RG-31) with M2, Mk19 or M240L weapon and smoke grenade launchers. The M1A2 SEP Abrams has a special CROWS known as the Low Profile CROWS. The RWS system on the Stryker vehicles will be the same configuration except for the Medical Stryker that has no weapon, no optic and has the extra 2 grenade launchers in the center location in place of the weapon/optic. Note that the .50 cal mount for the M1A1 SCWS and the M1A2 CROWS systems are different.

9.14. Q: On the M1235A1 MaxxPro Dash MRAP, what weapons variants need to be available on the GPK Turret and with the CROWS?

A: The M240L, M2A1 and Mk-19 shall be available for both GPK Turret and CROWS. The PAS- 13G v2 Thermal Weapon Sight shall be available for all GPK Weapons. The AN/PEQ-15 laser shall be available for the M240L on the GPK.

10. Glossary

Coincident or coplanar faces - two or more faces or polygons that occupy the same space and represent the same surface. These types of faces cause rendering problems, particularly a Z-fighting flickering effect in animation renderings. Importing a model can often cause coincident faces.

Isolated Vertices - a vertex that is not attached to a face. Isolated vertices can confuse a workflow that relies on numbered vertices.

Coincident Vertices - separate, individual vertices in a single 3D object that occupy the same location. These can cause smoothing problems when the model is rendered, and can cause errors when the model is exported.

Physically based rendering (PBR) - the concept of using realistic shading/lighting models along with measured surface values to accurately represent real-world materials. Exact implementations of PBR systems tend to vary between game engines. For purposes of this task, the target platform implementation of PBR will be for Unreal Engine 4 (UE4).

First Person - a type of computer game whose gameplay involves a player viewing the environment as though the eyes of the character they are controlling. The environment and objects in the environment are seen up close requiring a greater fidelity of detail for an accurate depiction.

Non-manifold polygons - a configuration of a 3D model cannot be manufactured (3D printed). The geometry of the model cannot be unfolded into a continuous flat piece.

Contents
1. Background
2. Scope
3. Objectives
4. 3D Model Specifications
4.1. General Requirements
4.2. Geometry/Topology
4.3. Real-World Scale
4.4. Centering at Origin, Placement
4.5. Reset Orientation and Scale Transforms
4.6. Scene Organization
4.7. Textures and Materials
4.8. UVs
4.9. Rigging
4.10. Source Delivery and File Formats
5. Roles and Responsibilities
6. Request for Quote
6.1. Sample Model
6.2. Vendor Worksheet
7. Deliverables
8. Delivery
9. FAQ
10. Glossary

File details come from the government source that posted it. Updated .