At first i was a bit muddled as to how to create the floor and from this created a simple square and divided it up into smaller squares to create the correct size for the modular pieces. I realized during this that they would be too small for what i was planning and combined for pieces to create one half of the flooring. this can then be duplicated over and quite possibly be used for the lower main floor also with slight texture variations.![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2BIwTSBO3G4lLqA1jVPiJK-7GxVgxhYEByPy48XC9Dfg7W0BVrjL9LGG6dKgY9gqkgTQNZiB8nerFK4F5zQxurnqVJjYSH4FHPfz5OLYSAPc4WXIbnOW0vUHOx0xQMDotiubJgKCSN_7j/s1600/slats.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2BIwTSBO3G4lLqA1jVPiJK-7GxVgxhYEByPy48XC9Dfg7W0BVrjL9LGG6dKgY9gqkgTQNZiB8nerFK4F5zQxurnqVJjYSH4FHPfz5OLYSAPc4WXIbnOW0vUHOx0xQMDotiubJgKCSN_7j/s1600/slats.jpg)
When i came to doing the high to low poly bake i had a few issues, mainly remembering how to bake again as i haven't done it since before summer.
I had a few issues which later i figured out was the cage, i assumed that when i expanded the cage all the verts would play nice. Once realizing the verts where the slits in the mesh were contracting in stead of expanding i managed to fix the error and create the normal map i needed.
Once i had finished the bake on the first floor mesh i then imported it into UDK and begun to model the second mesh. I decided to import the second mesh into UDK to double check the measurements and that it will work effectively. Fortunately i did this before i begun to add more detail. I realized that i had moved the wall out slightly more in UDK to create more space and bigger living quarters. I expanded it by two planks of wood for the flooring. I am quite glad i did it this way because its going to be easier to model and hopefully add a bit more variation into the flooring.
So after fixing that issue i went in adding more cracks in the flooring. By doing this i think it will have a greater effect on the viewer and create a more atmospheric environment.
I had a few issues which later i figured out was the cage, i assumed that when i expanded the cage all the verts would play nice. Once realizing the verts where the slits in the mesh were contracting in stead of expanding i managed to fix the error and create the normal map i needed.
Once i had finished the bake on the first floor mesh i then imported it into UDK and begun to model the second mesh. I decided to import the second mesh into UDK to double check the measurements and that it will work effectively. Fortunately i did this before i begun to add more detail. I realized that i had moved the wall out slightly more in UDK to create more space and bigger living quarters. I expanded it by two planks of wood for the flooring. I am quite glad i did it this way because its going to be easier to model and hopefully add a bit more variation into the flooring.
So after fixing that issue i went in adding more cracks in the flooring. By doing this i think it will have a greater effect on the viewer and create a more atmospheric environment.
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