Looking at Game Models
To get a better understanding of how models are made, Simon showed us a mobile game called Republique by Camouflaj.
We looked at how some scenes are constructed and the use of modular modelling. By creating sections, I can potentially save a lot of time by creating a section and duplicating it whilst also adding variety by decorating and overlaying. In Republique, I looked at the amount of polygons used for each asset and can make out the edges on a 'round' surface. It is all about managing polygons effectively and to decide which objects take priority to others. The image on the right is my attempt to replicate the archway design on the third picture. I started off with a sphere and deleted some of the faces to form the arch shape. Then Simon taught us how to extrude through the local axis (the selection) or the world axis, both give different results depending on what I want to do.
Not all objects need to be welded together, I can have two shells overlapping each other if need be.
I also learnt how to model using NURBS and curves, it is very similar to splines in 3DS Max. There are a variety of ways to make curves in Maya, the two main functions are CV curve tool and EP curve tool. In the image, I plotted the points on the grid by holding down X to snap to grid and also holding C to snap my tool to the last curve. I then used the function: Surfaces>Revolve and it created the jar-like shape seen on the last image. It is a really interesting way to model and can be used as an alternative to extruding polygon objects.
I spoke to Simon briefly about the art bible and the relationship between the corridor and the room. It is completely up to me how to I want to approach this requirement. I can have a hotel corridor which leads to the abandoned station through a magic door. Maybe hinting the player as to what they can expect to find. I worked on my art bible some more and started to list out some possible objects I will need to model for game. Over the weekend, I will plan out my artboards and decide what headers to use.
Note to self:
www.polycount.com is a good website to check out. Really interesting articles about 3D and 2D art.
To convert Unity scenes to Maya, get Export2maya in the unity store.
Write something about yourself. No need to be fancy, just an overview.