March 23, 2010

Jetpack almost done

This is the Jet-pack and Shoulder-pads to 90% completion. The Jet-pack came out to be 3690 tris, and occupies about 35% of a 1024x1024 normal and AO map. It's considerably higher poly than I intended, but this will be the closest model in the player's vision, something they'll be looking at a lot! So it's gotta look good right? So I took a hit on the boots.

This was the concept I was given for modeling the jetpack. Some adjustments had to be made to fit the shape of the character.

The excess polygons nearing the middle of the model were to avoid smoothing issues with the normal map baking. I should have used smoothing groups to fix this problem, but I'm in the habbit of adding extra geometry at work, because the Unreal Engine prefers extra geometry over smoothing groups any day!

Here's the texture map it sits on. It's shared with the boots, shoulder-pads, and radar upgrades. I left some room for a further upgrade I need to do, if I'm able to get to it. I'd really like to texture the diffuse and dirty it up a little, but time will be tight. I need to move on to a new enemy in the game.

March 21, 2010


I think I'm going to start taking random screenshots of my work-in-progress stuff.

This is a sub-D model for Ava's jetpack upgrade. My goal is to get the low poly down to 2800 polys without losing the detail. Let's see how that goes.