Friday 7 March 2014

Making progress

It's been a while since i've been blog posting, but I have made some progress on a personal scale. I've been confused with the way in which I can model the walls of my structures whilst still keeping the structure architecture fully visible and not covered up by the external walls. I've also been trying to figure out how to keep the models modular whilst minimising or getting rid of all mesh clipping. This is when two planes of a model are on or are very close to the same position and the shader has a hard time choosing which face to render and instead it renders both polys and shows an odd jaggered texture. This isn't good when modelling, especially on a part of the model that can be seen by the player, I needed to avoid this at all costs to have a decent looking final product. Here is an example of mesh clipping.


So for the last few days i've been working on wall that will fit in with the columns, the walls need to be of a variety of size length ways to counter for nearly every situation that the level designer needs to offer. Here you can see different size of wall being used to make up the modular components. It also shows off the structural composition which is a big goal of this dissertation. 


I have also begun work on the end caps for the structure to aid me with my wall construction, they are not at their final stage yet but i'm debating whether to cut them up into separate segments to aid more so with the modularity of the kit.

So this is what i'm currently working on and should be finished with it soon, once these are complete the hard task of UV unwrapping each piece begins, a hard an grueling task, but a task that I look forward to starting so that I can be one step closer to completion of this modular kit and experimenting can then begin.

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