3d Modeling for Games - Tutorial, Part 2

3d Modeling for Games - Tutorial, Part 2

 

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This is a real time view of the current dome building. This is a screen grab and not a render. The material on the building is a 3 point light fx shader. Link to Laurens Corijn Viewport Shader. The background is a combination of images composited to help stage the scene and sell the industrial nature of the building. The aliens are meant to be a little bigger than humans.

 

This view shows the main building object selected. From this object, the other parts are made. Copying the building several times, I deleted other elements leaving the mirrored half of the dome, the exterior walls and interior hub. Then rotated them in to place. This may not be the final layout of the elements and UVs, but it should be close. There is room on the map to add some smaller, subtle detail.

 

This exploded view shows the various pieces. The 8 arms with the opacity map were arrayed around the dome as instances. There is a diffuse map with opacity information in the alpha channel, as well as the start of a self-illumination map. No normal map has been applied. A pre-rendered ao map (ambient occlusion) was created in 3ds max then integrated in to the diffuse map. The multiple pieces share the same map space, currently a 2048x2048 texture.

 

part 1