The irony being that this will be old by the next time I look at it xD
Got a couple of small contracts going on. Still working intensively with ZBrush. I have discovered that non-primitive models constructed in Milkshape and ported to ZBrush will not work in ZBrush (Thus my Dark Temple model will have to be recreated from scratch).
Many software applications only show one side of a shape (which should be facing outwards). The backface, or inside of the shape is not rendered/processed/shown to require less CPU power to process. This is know as backface culling. During creation of a model in Milkshape, I often create my own custom shapes by manually connecting 3 points (vertexes) to form a solid face/polygon. The final model is composed of points and faces. When creating something like a leaf, it is easiest for me to create one side, copy it, offset it slightly downward, and weld the the points together along the edge to create a 3 dimensional shape. Since the underside is a copy of the topside, it's shown face will now be to the inside of the leaf. Easy enough to fix, I simple flip the facing of the polygons. ZBrush doesn't recognize the faces or sides of the model that I manually flip. So the model ends up with a lot of invisible surfaces and is pretty much unusable. I think I may end up recreating the entire Dark Temple model solely within ZBrush and then try and decimate an exported version to a game-usable low poly model via Milkshape.
Other things I am working on currently are a modular apartment building for use with Torque Game Engine. I have the basic geometry done. I still need to work out how the modules will fit together and where the stairs will go, and it needs to be textured. I'll be putting that in our store once it is complete and tested.
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