Sunday, 27 January 2013

Conclusion

To conclude I'd like to say that I didn't perform nearly as good as I know I could have, there were several factors in this though, I lacked motivation for the first couple of weeks, and then when I finally gain some motivation my PC broke down for almost 3 weeks, I got really put off the project as a whole because I had no means of doing any work, all my work was in further versions of software that I couldn't open in college.
Yet that is still no excuse - I should've put more effort it when I know I'm easily capable of doing it.

As for the assets, all of them have one thing in common which was a distinctive lack of detail and finishing touch. They were all game ready assets but not one besides the hand I made had any true detail, they were just textured and I wanted my assets to be more important and act as land marks on our deserted island.
As fore mentioned there were many ways I could have done this better, whether it was just through texture maps, or going further into displacement maps and normal maps. The normal maps I did do were just exported detail from ZBrush which in most cases was just noise and alphas, they didn't appear in Maya anywhere near the level of detail they showed in ZBrush. This leads me to the next point of making low resolution models as a whole.

This was my first real venture into making game ready assets so I did have a lot of trouble with the process of cutting the polycount significantly while maintaining the illusion of the detail in the high resolution. The method I did was good enough for standard assets which was exporting objects from Maya with UV maps already made, and then imported into Zbrush to polypaint so I could export the texture maps with the same UV's as I originally made so that I could just add those maps into a blinn material in Maya. I highly doubt this was the the best or most efficient way of completing the process however half the project was spent idle for reasons that I didn't really have control over.

The only asset I was really happy with was the hand as I modelled it from scratch with mostly my own hand for reference, so in a way it was like a life sculpture. We also had trouble importing our assets into the actual map, actually, we couldn't import them at all, although it didn't matter marks wise we still wanted our finished product to look good with everything we had designed. We tried to export them as .fbx, in college, at home, and also to import them at home and in college but neither worked, with several options being tweaked in the fbx export settings.

If I were to do the project again, the first thing I'd do is try and understand and study the correct methods and procedures to obtain the correct amount of detail I want in my assets but also in a efficient amount of polygons. Then I'd go on draw up all the assets for concept art. I didn't do as much of this as I'd want to.
The project was overall enjoyable while I had motivation to do it, once my computer broke I really had lost my motivation to do anymore but I know if I was given another project similar to this I'd put a lot of effort in from the get go.

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