20121011
Modelling Exercise : Medieval House
In this task, I was required to produce a game-ready medieval building. I have been recently focusing a lot on a very simplistic hand crafted style and so have tried to apply what I know to this model.
At the end of the process I have used a simple displacement map with a small level of noise to cause the mesh to warp each vertex of the model in a number of directions, this unfortunately has caused a few areas of the model to become 'open' as the vertexes imported in to Cinema 4D unwelded in places, causing them to separate. I have now learned when importing models to ensure I 'optimize' them with a 0.1 tolerance to ensure all vertices are singular and not overlaid.
The model was initially sketched out, and then blocked out with primitives in 3DsMax. This allowed me to quickly build up the volume of the structure and understand its scale in relation to its sub-parts. When I was happy with the block map, I then made a duplicate and began to work a more detailed model which I could UV map and optimise.
Due to the method I have used to shade my model in such a style, I have decided the cleanest way to shade the polygons was through sub-materials divided by the mesh itself. Because of this, certain UV maps are overlaid over each other that share a material (both shield, front and on the chimney) which would case the shadows if burnt on to appear incorrect. For this reason I have displayed a simple outline of the actual UV map to display how I have used the space to its full potential.