Monday, 14 December 2015

3D Modelling for Computer Games - Higher poly build and topology.

I continued from where I left off last time with a solid low poly base, building into a higher polygonal mesh and making sure my topology was correct.

I began by inserting edge loops at appropriate intervals to create control edges for each of the defining edges of my mesh. This has allowed me to created a well topologised mesh in both standard view and smoothed view, using 3 on the keyboard. Blow, screen captures can be seen of the flow from a close view, in both standard and smoothed view in the viewport.



I encountered a slight issue with vertex placement once I had finished the mesh itself, and as such, cut the mesh in half, deleted the half of the model containing offending faces and mirrored the clean side of the geometry. I merged it with the original clean half during the mirroring process, streamlining the development ever so slightly. As a result I ended up with a clean, higher polygonal mesh, I set the normals back to their faces in accordance with the mesh itself and softened/hardened any edges which needed modification.

I managed to keep the flow of the geometry smooth along each edge, and besides the one vertex-based issue I encountered, had no issues in the mesh. There were also no major kinks or waves in the mesh, resulting in a smooth overall mesh, with hopefully enough vertices in to bake detail down appropriately.

Below are wireframe images of both the main low polygonal mesh and the higher poly mesh, which will be used primarily to bake the final high poly mesh details down onto the lower poly assets.



I am happy with I will be experimenting with my own kitbashing methods, creating screws/bolts, pipes and panels, amongst other elements to use in the baking process, these will not only help me in this project, but will also help me further into my hopeful career, kitbashing any given models I may make in the future.

Also, I may yet make additions and/or alterations to this mesh, and will add to this blog as and where necessary, as it may still need some more vertices adding to  the mesh for the baking process to retain the highest level of detail from my kitbashed high poly model.

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