Thursday 7 May 2009

Week 6:

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With completion of the model’s texture at the beginning of the week, I was able to focus on and finish the weight painting of the model. However, it was during this that a serious problem presented itself. The model was hunched over, with the knees bent in its idle pose instead of straight. This meant the vertices were all closely packed together and the computer was unable to properly apply the weighting and physics to the engine. Attempts to move the legs would horribly deform the stomach of the model, which would make it useless for our game. Throughout the week and on into the next, I repeatedly tried to manually re-weight the model amongst my other tasks.

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Teusday’s meeting saw Brendan task me with producing the model for Chrono’s timepistol. As with the enemy character, I was given a model to use as reference, and aimed to keep to this image as closely as possible (though I did explain to Brendan that modelling the wires would considerably add to the poly-count for very little aesthetic value, and so we agreed to remove them).

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My first model of the timepistol kept faithful to the model, including the smoothed handle (which was added by selecting the relevant faces, arranging them manually into a curve-like shape, and then using the smooth command). However, Harry was quick to remind me of the need for keeping polycount to a minimum (in fact this timepistol model had more polys then his finished model for the fortress!). He also explained that as Chrono’s hand would be covering the handle at almost all times, and it would be a very small model anyway, there was little need for such a highly detailed finish. I therefore created a second lower-poly version of the model that was more suitable, and once cleared with the team went on to texture it:


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