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
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