Friday, 5 March 2010
Adjustments to the Hoverbike
Thursday, 4 March 2010
First look at the vehicle in 3DS Max
Here are some screenshots of the model:





Tuesday, 2 March 2010
Deadline Handin of work is.......
Monday, 1 March 2010
Making a start on the Vehicle
Wednesday, 24 February 2010
A change in the workflow
Sunday, 21 February 2010
Time to loose some poly's.....
After adding all the new added straps and extra detail i had well over stepped this budget and my character was now standing at a whopping 12,0019 ploys or 23.674 tris. I was not happy about this and i don't believe it is good practice to over shoot by so many. In what experience i have i do know that poly budgets are a big issue in the industry and these poly budgets must be obeyed.
So i looked long and hard at my model and started chipping into it using target weld and deleting any polys that i felt were of no use or did not have a purpose or did anything to the silhouette in any way. After a couple of hours of refinement i was alot happier with the model as now i came below my agreed poly budget. Also i believe that my actual geometry looks alot better now and a hell of alot cleaner as some of my model still looked messy.
Below is exactly how many polys i was able to save which I'm very pleased about:
- Old Mesh = 12,0019 polys or 23,674 tris
- New Mesh = 9,904 polys or 11,099 tris
I think i should point out that i could probably could look even deeper into getting the poly count down even further but with time ticking i am happy to move on from this stage. I also think with getting my poly count down it will also help my model run smoother in UT3.
If we look at the two images below there doesn't seem to be much loss of detail either between the two models can you tell which one is which?
And the answer is ..................................................................................................................................................................................................................................
the new lower poly model is on the left with the higher poly mesh on the right. So as we can see there isn't a great difference in to two meshes at all.
Experimenting with XNormal and ZBrush
- To familiarise myself with Z-Brush once more as it has been a while since i had used it.
- To bake out a normal and Ambient Occlusion map.
- Experiment with XNormal.
So i began to do this and after having alittle play about with ZBrush i decided to take my High and Low Poly Mesh's into XNormal.
Following some tutorials on the site i found XNormal really easy to use and i thought everything was going great. I baked out the Normal map really easily no problem and i also baked out the Ambient Occlusion. (I have to say that the Ambient Occlusion that it produced was way better than the previous Ambient Occlusion i produced in 3DS MAx itself.)
However things did not run smoothly, when i applied the Normal map to my lower poly model the Normal map did not seem to work properly and i wasn't happy with the way things had turned out. (I'm sorry i haven't got any images to show the result as i accidentally deleted the Normal map that i produced by accident).
After thinking things over i believe that the error was occurring because when i produced the lower and high poly meshes i deleted all the straps and fine detail on the lower mesh and this is something i shouldn't of done. I could be wrong on this maybe i was doing something in 3DS Max I'm not entirely sure. So this got me thinking??
























