Having to focus mainly on modelling, I hadn’t posted in a good while. Modelling has both been both a quite amazing and insanely frustrating task thus far while much has been learned. In the few weeks modelling I have created 3 doors – two with crucial errors. I will just briefly look at each door and where I went wrong (in addition the subsequent improvements made to combat those errors).
The first door I created had several errors despite looking very closely like the template:
-There were too many subdivisions for a “low polygon door”
- The subdivisions were at times very uneven
- Many objects went through each other (thus creating internal walls)
Plus the many that would have been picked up in the Maya/ Mudbox transition – basically a catalogue of issues meant that a complete rebuild was in order.
Given the issues with internal walls and un-even subdivisions, I focused on having absolutely no internal walls and much more even subdivisions by extruding out the entire door from a primitive polygon. This went seemingly much better but again internal/ hidden faces occurred, I had several ‘tri’s’ and N-gons (5 + sided shapes) and again I was forced to remake my door.
Given the issues I had though in both instances, I chose to make my ‘back up door’ whilst utilising what I had learnt:
-Extrude can be a modellers best friend
- The subdivisions must be even while remaining somewhat ‘Low polygon’
- Append to poly is much more useful in “hole filling”
The end result was as follows:
All in all I was pretty impressed with the modelled door. The door is essentially two linked objects (the arch and the actual door). I kept the subdivisions perfectly equal at the cost of the detail for the door while the arch’s shape meant I had to be a little more ambitious. Still with the next stage of UV mapping and texturing looming, I need to make sure that it works in Mudbox before I can begin.