Sunday, 24 January 2016

3D Modelling for Computer Games - Retopology and Kitbashing.

From a point at which I had rebuilt the low poly mesh which was to be the base of my containment chamber I duplicated the mesh and began creating additional geometry, primarily via edge loop insertion with some use of the multi-cut tool here and there.
This allowed me to manipulate the model in such a way that I could easily create enough geometry, particularly vertices in the high resolution mesh for any kitbashed detail within a Normal bake to be projected in a proper manner and ultimately be displayed accordingly.

I decided to add in multiple edge loops at any interval which a bolt was planned to be placed. With this in mind, there more edge loops drawn both vertically and horizontally in places.

The low and higher poly count meshes can be seen side by side below.


Once I was happy with the higher polygonal mesh, I needed to generate some kitbash items, this was to help on two fronts, not only for this project itself, but for any future projects I need to kitbash also, with a view to my future prospects.

I began creating some simple screws and bolts in a fresh document which will be worked on from time to time to expand my abilities with kitbashing from one project to the next.
Taking inspiration in design from some already existent screw types and developing on a few with my own vision, which will help for various themed projects in the future I am sure.


Post-creation, I copied and pasted the bolt of choice into Maya and began placing it around my mesh, having duplicated the high poly mesh once again to bake down to for the higher level of detail captured.
Normally I would have at least partially used the Duplicate Special for this procedure, as at least the top portion of the chamber surround is cylindrical in design, but due to an unforeseen error I could not use this, and as such began manually placing the bolts at precise intervals, using exact positive and negative rotation angles to align thee base of the bolt perfectly with the mesh it on which it was sitting.
For the lower portion of the chamber I had to pay more attention to the placement and angles used, as the mesh is not completely cylindrical in design lower down.

I also took one of the not yet modified bolts from the capture above, and added the half sphere to the surface at the front of the chamber, three on either side, which are to act as the lights on the front of the chamber.

The kitbashed model, following the process detailed above, can be seen below.


As can be seen, there is one obviously glaring issue in the fact the edges of the model have not been softened and as such it could possibly translate into the normal map when baking, giving a stuttered effect on the model as a whole.

Whilst I have tried to use the soften edge tool found under Normals in the toolbar in Maya, the software itself did not want to soften the edged, quite possibly due to there being that many edges, this could possibly have caused the software or my hardware unnecessary stress, or possibly the software just could not handle it.
I am not yet sure or why this has occurred and will look into it at a further point if the bake is indeed affected by hardened edges, though I may be able to fix this simply in photoshop.

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