Tuesday, 25 October 2011

Problems!

During the process of modelling the three elements for my final animation (X-Wing, TIE interceptor and AA Turret) I did not realise of some problems my models have. After comparing my models to some of my classmates’ models and after trying to apply a material to them I have come to realise that my models will give me some trouble at the time of using them in my final animation. Therefore I will have to modify them a little bit (re-do from scratch some of their elements also) depending on what I will need from them in the final animation.

In this post I will point out the biggest mistakes I found.


Polygon Count

After finishing my models and looking at them with some depth I have noticed the high amount of unnecessary edges that I can find in each model, especially in the X-Wing which is the first model I did (almost a month ago). When trying to solve this problem it was too late and the only solution left was to re-do it but I don’t have the time to do it before the deadline so I will have to do it before I use them in the Animation.

I used the Boolean tool to add some of the carving in the fuselage which was a mistake because the extra resultant edges.

In the TIE Interceptor I had a problem with the vertices and the edges (pointed out in the TIE Interceptor post). When trying to make the wings in a triangle shape I had to move vertices. The problem is that I didn’t remember that it is actually possible to move vertices along an edge. Because I did this the result was some funny edges in the borders of the wings.  This is a mistake that will not be noticed in the final animation as you need to look at the model in depth to realise. But at the time of analysing the efficiency and quality of the model it is definitely a problem.

I think the AA Turret is the most efficient model of all three. I guess it has something to do with being the simplest model and being modelled without having any real reference.


Cockpits

I have been thinking about a potential problem with the cockpits of both the TIE Interceptor and the X-Wing. As they are now, the cockpits are just for decoration. They contain nothing inside (they are simply another detail from the fuselage), they cannot open/close and it is not possible to see through them.

I said a potential problem because unless I am showing them a lot or make them be an important part of the final animation, this will not suppose a problem at all. I was actually thinking on using a “first person cockpit camera” in the X-wing but I think that if I apply a transparent material to the windshield will be good enough for what I want to do.

Materials

I haven’t gotten much into them yet but when I tried to apply a material to the X-Wing there was no problem if the material was homogenous. But if I wanted to make the material match with certain polygons… I don’t even want to think about how terrible this task would be. For this reason, next time I am modelling something in 3ds Max I will apply the materials to the different elements of the model as I am modelling it, instead of waiting until is complete.

 What I take from all these things is that if I was to model them again (and I might do if I have the time) I would do it using a completely different perspective. Nevertheless I am happy with what I have done. I think the models look good and I have now a lot of practice with some of 3ds Max’s tools which will be useful for using 3ds Max in future modules.

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