Monday, November 28, 2016

Texturing... FUN?

Sooo, I've got that Drone fully textured.



This is the low poly model you see here. Its only about 7 thousand triangles, which is a big cut down from the hi-poly (which is about 100K). Now that the model is finished I'll be able to move onto rigging and animating. 

Although this model is an excellent box to check off on the todo list, I would like to talk about some other models and the process that they're undergoing before they are considered complete unity props. 

This is a giant pipe model. From top to bottom this image contains;
  • The collision mesh
  • lo-poly game mesh
  • Hi-poly bake mesh
Normally it wouldn't be that important for the collision mesh to match the silhouette of the low poly, but physics is an important part of our game, so accurate collisions is a must.
When uving this mesh, I did my best to retain texel density (amount of the grid squares you see in one area) in the parts where I would like to sculpt normal detail later. These details would be things like screws, bolts scratches or even special albedo textures. 
Here is a closer image of the uv map. In order to help make sure that texturing goes well, I did my best to keep the uv shells as straight and organized as possible. The shell borders are straight and flat and all the pieces have a decent amount of space between them.

Here's a snapshot of the pipes after they have been added to the game.The textures on the rest of the models and terrain are only stand ins for now. Although this is a work in progress, This image is a close depiction of the kind of ambiance I was hoping to set for this game.

This is all I have for this week. Soon we'll be piecing together levels with final props, and I'll be working on the large mecha cannon I mentioned in a previous post. Hopefully I can show some progress on both of these subjects.

chow,
Dan

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