In the end, I used the last silhouette, however, I changed the proportions in the blockout phase. It’s not very visible though, so I focused on the more visible parts that the player is able to see all the time. The feeding mechanism of the magazine for example is a part that probably wouldn’t work in real life, because there is no way for the cartridges to be pushed out of the magazine. I tried to find a good tradeoff between the two. On the other hand, however, this approach is more limiting and time-consuming. In this case, it should be a sci-fi assault rifle with a weird magazine.Ī big inspiration was efficient modern manufacturing methods like CNC machining of metals and plastic injection molding.Ī believable functionality is important for the realism of the design, so I tried to not make it too unrealistic. ConceptĪt first, I start with some silhouette sketches to find a good silhouette and specify the design more after having a general idea. Rendering and baking were done in Marmoset Toolbag. The textures were created in Substance Painter. The main modeling software was Fusion360, Blender was used for smaller details and creating parts of the low poly and the high poly render. So if your trick works producing from start 2 meshes would be great, but if not I need something different.The scope of this project was to get to know Fusion 360 better, try out retopology workflows to quickly produce game ready meshes from Fusion models, and also work on my concepting skills. Sincerly I don’t think that for Durian or Big Buck Bunny they did the high poly version for rendering after the animation and I doubt that they are animating the high poly meshes. Otherwise I have to change the mesh just at the moment I need before the rendering without loading the high poly since the very last process of rendering.Īnd I would like to have an high poly version before the render phase because I am talking about characters and complicated objects that have to be setted a while before starting to animate everything. I want just to know if hiding the meshes on different levels actually speed up the process. If is that so it is not a good deal because I won’t move, as I want, 25% of the veritces but 125%. I have just one more question: if I have 2 meshes both parented and I turn off one of them all the deformations are anyway processed for both of them?
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