Ideation, Creation & Everything In Between
A model was required to place Tom and friends when they reach the stage of being in the fridge. I worked on modelling the fridge after some feedback the team wanted a more smoothed version of the model so I worked on this a little more to get it looking more realistic.
The next stage was to UV the model and make a manual map where the inside of the fridge and the fridge door had a lot more UV space than the other shells.
This was due to the fact that they would be visible more often and closer than the other parts of the model so I want them to have the highest resolution texture. The door of the fridge are seen in one camera and the inside of the fridge is seen in the next camera.
I am working on the AO (Ambient Occlusion) of the fridge to make it have contrast shadows so that I can use this as a guide when texturing the fridge.
So far the AO is not having the progress I want it to and is not showing enough contrast. In the past when I have used AO it usually shows enough definition that I am able to see a difference between the paint layer and the AO layer in mudbox however that is not happening much at this stage.
I thought that it was good that I was able to go back and work on models an and UV’s if I was perhaps stuck with logic or had worked up some free time. I found UVing pretty straightforward and would have brought any model I had made into mud box to texture quickly to test the UV’s which worked for me. I found modelling a basic fridge enjoying because I hadn’t modelled in a way and just kept things simple. I felt that being able to work back and forth on the pipeline not only sped us up but it was a refreshing break when I sometimes needed it from the game logic.