During this project i experimented in 3dsMax by creating everything on my own so i could learn from any mistakes i make. I created a new catrig, but somehow it had a 90 degree rotation vertically even tho it was upright in Max. This turned out to be a nightmare in UDK as the animations rotated onto their side even tho the model imports upright. I Modified an existing catrig i made to suit my character and tests of it in udk worked so i could continue with the work.
I also experimented with the ProOptimize Modifier in Max, I exported my character for use in Sculptris and added some details and modified the characters shape. Optimizing the model in max to get a low poly count was extremely efficient, the biggest problem with this modifier is that it triangulates all the polygons and means alot of cleanup in areas that have extreme bending in animations. I will be researching these types of tools to get a better understanding of how to control the optimizations.
I pondered during the A4 assessment about complex models and Normal Baking. I had created chain links and the projection cage looked like a nightmare around all of these separate elements within the model. I wondered if it would be better to create Normal Mapping for elements by themselves rather than as a whole object. I also wondered if combining uv-unwraps would also carry over normal mapping textures into the one or if this would have to be something to put together in an image manipulation program. This is something i will look into.
recording of my animations
David Abbott
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