Stone Wall + extra models
- Owen McNally
- Jan 22, 2022
- 2 min read
This stone wall while tedious at points, especially while making the final edits, has actually been one of my favourite low poly assets to model in general and I’m actually very happy to see how it turned out - especially since i’ve been peeking over Harrisons shoulder from time to time to see how the texturing process has been going.
For this asset I wanted to make 1 solid mesh that was easier to texture but also wasn’t just a flat boring wall. To do this I overlaid the concept art for the wall into 3DSMAX and then to the best of my ability tried to follow the silhouette of it to make a 2D front of the asset - I did this not only to help plan out how the rest of the asset would be done but also to ensure the front silhouette looked irregular enough for a crumbling stone wall.
After that was done Extruded out the mesh as a whole, using mirror so it would look the same on both sides, and then chose blocks of faces to pull out to give the illusion of singular blocks very close together instead of it being one long block above and below the column/beam on the asset.
After that the general process was making small tweaking to ensure things looked as natural as possible and that things didn't look too uniform. This process was a bit tedious due to how nonuniform the asset already was, making editing chunks of it without unintentionally selecting other parts of the model quite tricky but during this process it was recommended to me that Blender has a tool called ‘proportional editing’ which would have made this process a lot easier so I think i’m going to try and learn blender so as to get some of these tools it has - 3DSMAX likely has these tools somewhere too but its not the only reason I want to try out blender, another main reason would be that since the rest of the group already uses it me knowing blender would help so people aren’t having to transfer things between softwares which could potentially cause bugs.
Between now and the last post i’ve also been making some other mid-sized assets including the wooden walls for the playfield of our game. These weren’t too tricky to make but again when it came to warping the wood so it wasn't just flat proportional editing would have been helpful.
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