Monday, 21 January 2013

BA5 Studio Project | Production #17


Asset #07 - Floor Mirror

In Distorted Delirium there is a heavy focus on the use of mirrors to enable the player to physically see the mental status of the main character Lianna. There is a boss room where her Father (in monster form) creates a habitat full of mirrors (refer to design document for metaphorical reasons for this). That is why I thought it might be a nice addition to have an old floor mirror in the study, it’s a really nice tie in with the game design document. Here are some visual references for the type of mirror I want to create. 


 
Using the CV Curve Tool

I had to figure out a way to create the delicate and organic leg shape for the mirror whilst maintaining a low (ish) poly count and also ensuring my geometry was clean. I am not sure if CV curves work within game engines, this is something I need to ask my tutor, however for the purpose of this build I was able to use the CV curve tool and extrude along it to ensure the legs had an organic shape. To do this I had to select the CV curve tool (under create) and draw a curve using points. Once this was done I was able to duplicate and rotate the curves so that there was one in place wherever I needed legs. 

 
Once I had the curves in position I was able to select the face which I wanted to become the actual leg itself. With the selected, I then had to also highlight the curve to ensure the extruded face knew where I wanted it to go. 

  
Once this is done you simply have to press the extrude button and the face will become extruded along the curve…only it will look like this.

 
It does this because the new shape is only subdivided by 1. To alter this I had to go into the attributes menu on the right and bump up the sub divisions. As I did this, the shape began to form properly and the curve was created. I could also alter the taper on the legs so that they got thinner at the tips making the mirror look more ornate and delicate. 

  
I simply repeated this step for each of the mirror legs until I was left with this… 

 
Final Outcome

Totally happy with how this turned out! I am fearful for the polycount and also whether the mesh is considered “messy” because the bottom detail is a little crowded but I had to use bevels in order to keep a smooth shape and add detail. Again this will need to be passed by Lothar but I am so happy with this model that I wont mind if he says I need to change it haha :P 

No comments:

Post a Comment