Sunday, 11 March 2012

Creating the models

the models i wanted to get done first were the three doors, i wanted to keep them as low poly as possible to make sure i had zero issues in the engine as i didnt plan on normal mapping them and to see to see if i could do as much as possible in simple photoshop texturing, i went through the standard process of modelling each piece of the door separately, UV'ing them separately, then bringing them together at the end to export them as an FBX for UDK.


The other two doors were made the exact same way, just with differing textures on the signs on the front of each of them.


Next i turned my attention to making the spikes, my plan form the getgo was to simply make one and then paste it numerous times to fill the surrounding pit with them, i wanted to make it much longer than wide, and make sure the head of it had something vicious about it in the form of more than just the one middle point.

when it came to texturing, this was the first time i had ever attempted a Cylindrical map, so i was very curious as to how it would turn out, i seemed to understand it quick enough, however im unsure whether it would be just as simple had it been more of a perfect cylinder, instead of being slightly reduced in subdivs to save on polys.

for texturing the head i wanted to make it look worn and dirty, hence the scratchy surface, thiswas achieved by laying over a layer of scratches on top of a clean metal texture.


i then turned my attention to the megaphone, i made this simply by taking a cylinder and shifting the subdivs i made with edgeloops, again the subdiv level of the initial cylinder was lowered to make it less poly intensive.

UV'ing proved difficult as the cylindrical map did not work as it did for the spear pole, i solved this by uv'ing one corner at a time with planar maps.

texturing was once again done by overlaying a low opacity layer of scratches over a metal look, hue was then changed to make it look slightly used.



next thing to model was the podium that sits at the end of the level, i wanted to give it a slightly regal look without making it look too fancy, i wanted to make sure the gold coin sat atop the podium on a velvet surface,  but make sure the rest looked expensive but not over the top, so i made sure the rest was simply a stone look to make it look cheap in construction.



the last thing i had to model was the prize at the end, a simple gold coin/medallion, this proved very simple, and had an easy gold texture overlayed.


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