these were created using standard primitives and sizing shaping. One of the best techniques used here was snapping to grid, and also using the snap tool, but snapping to a face as opposed to snapping to a vertex or edge. This allowed me to create simple details on the side of engines very fast, the only trouble being with curved faces, the best way i dealt with this was too use the shape line and manually add a vertex along the curved face, whilst snapping too it, allowing it to connect to the face at a number of points kept it close to the original curve.
the finished pod racers are good, but I personally would not add so much detail to each model. In reality I would texture some of the details on as opposed to modelling them. this would save on the number of polygons, BUT I also understand that within the game if someone needed to use a button, or if the detail required warranted it to be modeled on, then I would model it on, for example if one of the pod racers was seen very close up by a character, or is used often, it would warrant the details to be modeled, but if it was only seem from a specific distance, where the level of detail could be covered in a texture, I would assume the texture would be the preferred method.
the details added would be of use within the final product, and is not stupid amounts of detail.
it is more items which could be used and seen close up in detail. changing the look of the model.
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