It has been forever since I posted any new work. The direction I am going in is to lino prints.
I will post pics soon.
Monday, May 7, 2012
While most tutorials revolved around modeling require a complete model,
the deletion of faces are necessary when creating an FPS weapon since
one side will not be seen for the majority of the time. Deleting
certain faces add in lowering the poly count aiding in the FPS and
overall poly count. Creating a normal map and or using baked textures
of a higher poly version helps to refine the overall look of the weapon
itself. Here is a low poly revolver without the higher poly portion but
with the most essential parts deleted.
Working full-time, but although its been a while I have been working on indie projects and tuning in on rigging in Blender just finished a simple rig and plan on animating next. Best thing about rigging is that the basics of rigging are the same in whatever program you are using Maya, Max, XSI, Blender or any other programs. The rig has simple elbow IK and Knee targets should be good for animating.
Wrapping my head around a low poly revolver with a simple animation taking cues from games like Bio Shock and others shows a hammer that is permanently cocked, but has a high recoil effect for the animation and a simple reload animation. Progress current, will try to bring the poly count down and create a higher poly version to create a normal map to be used with the ambient, specular and light map to create the diffuse texture.
I really love the direction of how gaming technology moves. Creating low poly characters were the only way to make games. Now it is either ultra low polygons or higher poly models with even higher normal maps.