Semester 3 Week 4
- Drew Abegg
- Sep 13, 2021
- 2 min read
After some more frustration with sculpting the hula doll, I decided to take a break and do some good ol' fasioned prop modeling. I wanted to get a head start on the axe, because it will be featured in the climax of the story. It went well, and I got a few complements on the textures. I was happy to return to software I was comfortable with. The modeling process wasn't too challenging. There was a hiccup or two with the rounded surfaces, but the topology turned out good. I made the chips in the axe head with some decimated cubes used as boolean difference cutters. I think they bring that little bit of stylization we want. They messed up the edgeflow and stuff a bit, but it hardly matters here. The UVing was standard. The texturing was fun, and I'm happy with the result. It looks worn and tactile.
I made some models for a crayon drawing, a newspaper, and posters. I used displace modifiers for wrinkles and booleans for tears. They will almost certainly need some tweaking when I put the 2D artist's textures on them, but I'll cross that bridge when I get to it. There were a few models on our prop list that I had already made for Moonlight Sprinters last year. That project never really materialized into anything, so I'm not worried about IP concerns. I've made quite some progress since then, so the quality of these assets aren't up to par with the others. They'll need some more work particularly on the textures.
I ended up being out of school with a cold for the last couple days, but that wasn't a big issue, as I can do most of this stuff at home. My main task those days was implementing assets in engine. I still have some scaling issues, but the materials are set up.


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