Blog Entry 24/11/2016
Underside Detail & Panel Detail
I gave the underside of the ships more geometry this week. This geometry gave
extra character to the model, and was a real indicator of the state of completion
for the modelling portion, concerning broad detail. I kept to my design
conventions of maintaining triangles and worked in geometry which allowed
the addition of finer detail for future tasks.
Corvette Figure 1.(Image)
Destroyer Figure 2.(Image)
Battleship Figure 3.(Image)
The panelling detail was an exciting stage this week. With my mesh in the square
form I had implemented already, it was easy to go around and bevel the squares
with slight extrusions and inward sloping edges. This addition was relatively
easy on the poly count with each panel only costing five polys, but its return
was impressive with it giving finer detail on the surface of the model which
suited the hard surface I’m aiming for.
Corvette Figure 5&9.(Image)
Destroyer Figure 6&8.(Image)
Battleship Figure 4&7.(Image)
Given my fast approach on my poly count targets, I’m starting to explore the ease
at which my models can be unwrapped, textured and put through 3D texturing
software. So as with next week, I’ll be trying to ensure my meshes are as clean
as possible and that the turrets are attached but floating, allowing me to get rid
of high valence vertex (More than 16 edges to 1 vertex). These types of high
valence vertex’s are often present in circles, and so I’ll be tidying them up to
form quads instead.
Further to my meeting with Dan this week, I’ll be posting on some portfolio 3D
modelling sites to gain some feedback on the models so far. Feedback such as
CC (Constructive criticism) and hopefully some tips and treats as to how to
unwrap high poly models will help with the quality of my models.