Game Development Reference
In-Depth Information
FIGURE 7.22 Grae with muscles mapped
Save Grae in his current state as Grae_Muscles.mb. He's coming along nicely, so let's start
adding some details.
Adding Details
With Grae's muscles now in place, we can begin to flesh the model out. We'll start at the
topandworkourwaydown,addingdetailsaswego,leavingthehead,hands,andfeetuntil
last.
In the color render, Grae has some impressive definition, but we don't need to model it all.
Most of the detail will be drawn on with the texture, we can then use some texture effects
to bring the detail out of the model (more on these in Chapter 9 , “ Texture Painting ”). After
modeling Kila, you should have a good idea of what to look for when adding particular
features to Grae. Here are some reminders:
Check for large polygons that make areas look flat and angular. These can be sub-
divided to smooth the area out while also allowing it to deform better.
Keep an eye open for small polygons that add nothing to the overall look of the
mesh. As the model will be viewed from a distance for the majority of the time,
these can be deleted.
Finish with a clean, grid-style mesh, quadrangulating the mesh wherever possible
to make it easier to read.
Focus on the model as a whole; rotate around it checking its silhouette to make
sure the edges flow smoothly.
With these guidelines in mind, let's start with a look at the main part of Grae's body.
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