I started my research by compiling as many online links as I was
readily able to find, I did this by using keywords and searching for them, I could
not find many articles on modular modelling, but I find a good few articles on
modular design. After a bit more research into both these, I discovered they
are one and the same, owing that modular design is not specific to just 3d modelling
but all forms of modular design.
I
went to the library in the college also to find a few books on modular design.
I was only able to find 1 book however, and it wasn’t much good in a modelling
sense as the book mainly focuses on Construction, however the same principles
still applied, as they were making things modularly. The Builder’s guide to
modular construction by Jonathan F. Hutchings was the title of the
aforementioned book. In this they show how the building are modularly
constructed, which is similar to how models are modularly made in 3ds max. Then
they are built up like Lego pieces, the same as in 3ds max when you model
modularly.
The
online research seemed more fruitful, I discovered a lot about modular design,
and how to implement the techniques by finding tutorials that show you how to
make rocks modularly and also how to make a corridor modularly. This is exactly
what I need for my game, our rocks are bad as of this moment, so I have decided
to make some rocks modularly as the artefact, so that it will also help improve
the realism of our game, as there is nothing worse than a rock being really bad
looking and taking you out of the immersion of the game. The actual model I would
be making for the artefact would be the rock formation that the waterfall will
be placed on. It will give the waterfall a more genuine feel, and hopefully
highlight the beauty of the Unity in-built waterfall perfectly.
For
my artefact, I decided to make some modular rocks for our game, as we need
rocks for both a cliff face, and to fill up the scene, this will be easy to
make and even easier to make modularly. They can be diverse in design also by
using this modular technique which is good from a design aspect.
To
make these rocks, I followed a tutorial online, working with Modular Rocks by
Philip Kletsav. First of all for starters, we make a texture, which I made in
Photoshop using a custom brush that gave the sense of rocky terrain. I then
painted over all the cracks, trying to keep a variation in the crack sizes as
much as possible.
Then, I brought this into Crazy Bump, A tool we used in 2nd year to create normal maps. The
importance of making this texture as that it was tillable and have some defined
cracks where the mesh could be split up easily.
To
create the actual model that we would apply the texture to, we start with by
making a plane and subdividing it so it has 16 faces.
We
then place the texture on to this plane. Then, I started cutting along the
cracks that are associated with the texture and connect new edges where I need
them.
As
we have learned previously however, I have tried to avoid using triangle
polygons in the object as it is bad practise. It will also help when I will no
longer have to worry about getting a look that would be obviously in a rock
face, square in shape, rather than triangular. I then extruded the edges then.
To
get the edges to look sharper, I chamfered the sides of the stones. I furthered
these previous steps across the rest of the object making sure that each part
of the texture that looked like stones was extruded out, and that the texture
wouldn’t look odd.
If
the object you create is very high poly count, you can use the techniques to go
from high poly to low poly which will significantly reduce the poly count.
However,
I do not see how a simple rock face could be too high poly. However, if you
really want your model to be really useable in game, you must cap the borders,
I just selected all border edges and extruded them and then I pulled them back
to make a box shape across the entire mesh.
And,
the finally I just finished unwrapping the object, made sure all the areas of
the texture lined up properly and so on. Here is the image of my final artefact.
One
thing must be said, keeping an eye on your poly account, it is one of my major
flaws when I am modelling, and I tend to get carried away, modelling this way
it is even more important that you keep the same amount of detail across all
the models you wish to connect, as it would look extremely weird to have an
extremely high poly wall next to a very low detail wall.
Another way of modularly
modelling would be to use sets, which is like when building a corridor in a
sci-fi world, would be to build each section of the corridor modularly so that
the corridor is easily made and can be made diversely for use in other parts of
the game, for example you could make a corridor in one level, and use the exact
same object in the next level, with a different layout, but with a different
texture representing the floor number or something to that vain. These “sets”
would be then joined and interlocked together to make a corridor, this is in
essence similar to the train tracks that children play with, where they can
make a custom track for their trains by interlocking the objects
together.
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