Saturday, December 26, 2009
The most basic games will I feel in the future require even more detail. Normal, specular, diffuse reflection and parallax mapping are of course the standard mapping available, with new shaders and mapping techniques soon to be part of even new next gen portable gaming systems. Here is the H&K 45 progression this is only the normal map sculpt although it still needs more detail it should work out fine.
Tuesday, December 22, 2009
I actually believe some handguns are created just on the principal that when it is brandished, drawn or pointed, the look alone can intimidate people. The HK.45 is probably one of the most detailed handguns on the market. Modeling it takes a keen eye ,here is my progress so far.
Thursday, December 17, 2009
Optimizing space and organizing UVS, a few program can create your UVs unwrella and textporter but I found that straightening out your UVs prior to sculpting and painting goes a long way. Here is the keeper UVS redone prior to a re-sculpt of the same character with a mini environment scene. I have changed the arm canon,feet and formed out the body a little more.
Thursday, December 10, 2009
Weapons are a must in most games and creating convincing weapons is essential to the illusion the next few posts will be dedicated to weapons creation,uv unwrapping, normal mapping and texturing. Here is a H&K 45 ACP with tris, polys and vert. information When I first started modeling the idea of course was to have everything modeled in quads, however for game meshes the edge flow is more important and quads sometimes do not help the edge flow. Another important thing to remember is smoothing groups putting the identical smoothing group on geometry is not the suggested find areas that will be grouped for texturing then apply various smoothing groups to the geometry to control your geometry also flipping edges can go a long way to creating a pleasing look. I do not have explain how important reference is as you can see the geometry matches the image plane.