Modelling Assets
Published 21st October 2018 by Henry
The level will feature a variety of re-usable and some one-off assets. I will be using my experience of modelling in 3D Studio Max combined with recent skills learned in the classroom with Maya to produce some simple, low-polygon assets which keep the level within the 120k triangle limit.
Porthole doors and door frame
This asset will be reused 3-4 times in the level. For the door, I started with a primitive cube with 3 divisions along the x and y axis. These divisions allowed me to create a perfectly square face in the center of the door, which I then moved 2/3 of the way to the top of the door. I then added 2 divisions to this face’s edges, selected these edges and used the Circularize tool to lay the vertices out in a circle.
I then deleted the face to provide a space for a bevelled edge using a pipe primitive. I used a separate pipe object for the porthole edge so I could easily UV it later.
I added some bevel to the exposed corners of the door, then mirrored it on its x-axis to produce double door.
For the door frame I decided to use the Extrude tool using a linear EP curve for the path and another linear EP curve for the shape. I used vertex snapping to draw the path precisely along the edge of the door. I then drew a profile of the wooden door frame and again used vertex snapping to position this at the start of the extrusion path.
I ran into an issue here as the extrusion produced a mess of faces. I realised that I was selecting the shape and path in the wrong order, so once this was rectified, the door frame looked good.
Below are some images showing the development of the asset:
From left to right, the images show:
- Completed doors with the EP curve path and shape in position.
- Shape extruded along path to produce a NURBS object.
- NURBS object is converted to a polygonal object using Modify > Convert > NURBS to Polygons. I also deleted unnecessary edges to reduce the polycount.
- Reversed all the face normals. Note that the object has changed from black to grey, showing that the faces are reflecting light in the correct way.
- Finally I hardened some selected edges to produce a realistic door frame.
Modular Assets
An important aspect of environment design is re-use assets where possible as this will significantly reduce the overhead of the final level. In my level there are many areas where I can duplicate assets, including:
- Kitchen units (ovens, cupboards and surfaces)
- Extractor fans and piping
- Electrical wires and sockets
- Steel girdirs for elevator shaft and walls
- Food items (cans, crates, vegetables and meat)
- Cutlery (knives, pots, pans and plates)
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