Tuesday, 8 December 2015

3D Modelling for Computer Games - Low Poly (Silhouette) rebuild.

I decided to rebuild my low polygonal silhouette from the ground up for this unit, as it would give me a chance to keep an eye on the topology, making sure the flow is correct throughout the model.

I began with a cylindrical primitive as I did last time, and added a number of subdivisions I felt would be appropriate for the manipulations I had planned for the mesh, and began making extrusions in the appropriate places.

Bearing in mind the feedback from the previous unit, I tried to make the rear of the chamber blockout stand out a bit more as an intended access panel. To give this a bit more emphasis I reshaped the extrusion on the back of the chamber, giving it a slight slant around half way up the height of the mesh itself.

I reshaped the front slightly, angling in the front panel as I had intended it to look in my concept art, and made a more flowing edge to the lower extrusion around the base of the containment chamber.

I feel I have created a solid base mesh to go from now, though I may still add more to it as my concept art also included pipes attached to the chamber's surface. I have given myself a platform to develop a higher, properly topologised mesh both for higher poly smoothness, and also for baking purposes, giving the eventual high poly mesh more detail to bake down to, which in turn will provide a better overall normal mapped result.



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