Tuesday 8 December 2015

Key Maker

Upon receiving the concept work, the key maker design for the winter submission began with modelling from a single cube polygon. Edge loops and manipulation of the edges of the polygon grafted the overall dimensions of the machine, with the parameters set by the concept work.



The side features of the machine were created as separate mesh objects to aid in easy texturing, with the bulk of the texturing being hand painted; fitting with the direction of the game build.


As you can see from the reference material, the overall smoothness and seams of the texture are not perfect, but for the direction of the build, they are adequate. As this was one of my first attempts relearning the texturing process, I have learnt that polishing the UV mapping, and getting the UV seams right the first time saves a lot of hassle further along the pipeline.






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