I had a discussion with Simon about my model. Even though
the final renders generally came out quiet nice there are a lot of problem we
discussed. I will bullet point each problem.
·
Combined meshes/parts are not separate
When I started of this model I was still in the learning
process of actually how to create a good looking/functional model. With my very
basic knowledge in modelling I combined quite a few meshes that function
(better) when separate. For example the mech knee joint and ankle joint. This wouldn’t
be used at professional standard and a skeletal mesh in a game and at very least
and static mesh. I like to gain information from peers and tutor. When you
start to learn a craft in something you start off a novice and improve upon
what you have learnt as time goes by.
·
Uv maps are automatically done and are very
messy and random
I was looking at manually unwrapping uv maps on my model but
on tutorials I couldn’t find tutorial for more (advance) complex models. Only basic
models like a cube mesh with a few extra vertices to make a rock looking shape.
This made me turn to automatic mapping (Which I knew was very inaccurate and
messy). Also It is more strenuous to manually uv map a model and I was worried
about the time constraints because manually uv unwrapping is a time consuming
process. If I had more time I would have put more effort and time into learning
and unwrapping and complicated uv map.
I think I achieved producing the uv texturing to a professional
standard, but modelling and uv unwrapping was a slow and steady process. Sometimes
to learn you have to make mistakes to learn upon your mistakes and correct them
in the future.
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