This project's aim is to explore the ways in which a hard body model can be sculpted and mapped. To begin with I used an older, low poly model (below) but quickly found out in Mudbox that the differing sizes of polygons at higher subdivision levels were altering the quality of sculpted detail massively.
(below bottom). So I began modeling a new house with the aim of keeping the poly's the same size and also keeping them all quads (which is better for sub dividing).
Below is the initial concept work I made last year, and I used it as a rough guide for my model.
(below bottom). So I began modeling a new house with the aim of keeping the poly's the same size and also keeping them all quads (which is better for sub dividing).
Starting with cubes I blocked out the basic shape of the building and then began subdividing and attatching the pieces together. It is important to note that when sub dividing hard body models you must crease all the edges first, otherwise the model will round at the corners and the form will be lost. once I has happy that I had enough (evenly sized) poly's I began to add the details such as the shambles and balcony's. While I could of added this detail in Mudbox, I felt that i could get more definition if it was included on the base mesh, and I wouldn't have to worry about stretching poly's.
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