
This week I began the modelling of a ramp for the track to waterborne transformation.
I began by constructing the ramp in 3ds max before exporting it to unreal, my first attempt, although it appeared graphically good, was far too heavy on the graphics of the map. It required 26,000 polygons to build it which was at least 100 times more than it should have been.

I followed some tutorials and read a guide on modelling for games and constructed the ramp again using poly editting tool in 3ds max which allows me to split, connect and extrude edges and faces of a shape to build a large complex model from only one base location. This also allows for UVW mapping of the texture and a much lower polygon count. The final version of the ramp is not fitted and working on the game with a polygon count of only 238.

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