Sunday, 14 October 2018

DIGD602 Week 10? (is this really the right week?): Modelling of asset 2 and texturing

Modelling

To my relief after that last big asset, my second asset was a lot quicker to model despite retaining its own set of troubles and difficulties.
The base was fine, simple polygons such as squares and cylinders manipulated by bevel edges and boolean differencing. Then came creating the humanoid part of the sculpture. A lot of simple polygons pieced together and manipulated by face editing but I got to a conclusion that looked close enough to a humanoid holding a urn. 



Ncloth

Now came a new issue, creating a drape/hood for the statue that would sit over her head and shoulders. At first I tried to manipulate a simple plain since cloth = flat and bendy right? This proved too difficult and didn't result in a desired look. After googling a bit I learnt of a easy cloth modelling tool built within maya called ncloth. A ncloth material is a plain that reacts much like a cloth towards a passive collider (in this case my statue). After creating the required, the cloth will animate with gravity as an animation where you can pause the frame you want and make a copy of the frame without losing it and being able to delete the cloth safely.

Since it was  my first time using this tool the effect isn't perfect on my statue but it will do for a first time learning~

Texturing

Unlike the building which required far more textures, the statue was far more easier to texture. Simple full body stone textures of different shades as well as dirt for the garden part of the base.

Pictured below is the before and after



Exporting into Unity

After learning from the first asset, this export went smoothly. 

File> Export> Fbx> Embed Media> Done

Import> Statue.fbx> place> Extract materials

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