You can contact me here at my email for anything that concerns you or if you just want to have a chat about what I do and how I do it:. All the objects that are the same, such as the 8 yellow Dou’s you can see in the screen shot are the exact same as each other. Here’s a quick look at the kit in all it’s glory in the perspective mode of 3dsMax. For a quick demonstration on a single master piece of how it will work. I have given certain UV islands more space if they were used frequently within the model or were at the players head height. Wednesday, 21 May UVW unwrapped and texturing process begun.
A major characteristic that sticks out in the architecture is that symmetry is a common feature. Another error during this process was that the objects origin point was not centered and I completely ran out of time so I was unable to fix this. Hi, you have posted such precious and informative article which gave me lot of information. This is also both double building and triple buildings. My plan is to now delete all of those that are copied and create a ‘Master’ clone. Let’s have a closer look at a whole set of brackets. Instead the craftsmen and builders passed down their skills and knowledge of their construction through their families.
We learn and must soldier on Instead the craftsmen and builders passed down their skills and dissertationn of their construction through their families. There is a cause to the lack of ignorance in the western world of the Chinese architectural study.
Overall there were 47 files to export.
Tom Sharman – Portfolio
Disssertation are a few screenshots of some of my progress. At the end of the whole process of my dissertation I found that the gathering of the final assets within UDK produced a large set of unforeseen issues. So this method should hopefully save me some extra time whilst unwrapping. I’ve never done this method or thought of doing this method previously to sharmn but I’m hoping it can shave some production time off of my creation process.
Tom Sharman – The Dissertation: Asset list and drawings
Furthermore, I also discovered that the system was so successful at withstanding the test of time due to the fact that the downward force of the higher tier frameworks are dissipated equally throughout out the whole construction system.
Dougong bracket description and explaination. A major characteristic that sticks out in the architecture is that symmetry is a common feature. Thursday, 8 May Resetting my Xforms and finishing the modelling process.
From this I tmo then copy the master clone creating instances and replacing the deleted clones with the replacement instances. As you can see, all of the objects are organised and textured appropriately in order to aid quick level production, each of the individual building s re arranged by size so that a level designer can select and grab multiple objects at shsrman. I often struggle with unwrapping but I seem to have coped okay with the overall amount of objects I had to unwrap.
To show clearly what I’m talking about I have a quick demonstration below, I’m going to refer to this as the ‘master and slave’ technique.
Tom Sharman – The Dissertation
For one, my mesh instances did not work correctly on all of the assets due to the fact that UDK does not support more than one base material per item. I hope that you will keep it up and we will have more informative and helping news from you. I have now completed the diffuse texturing process and have still to do a set of specular maps for the models.
Thursday, 22 May A look at the kit I have given certain UV islands more space if they were used frequently within the model or were at the players head height.
I did some searching online to find out what the issue was and according to a forum post on the CGArchitect.
Another error during this process was that the objects origin point was not centered and I completely ran out of time so I was unable to fix this. All the objects that are the same, such as the 8 yellow Dou’s you can see in the screen shot are the exact same as each other. Here is a small ‘Dou’ with it’s master being affected in some way, as you can see it affects all instances within the scene.
Also has a informative youtube channel about various Chinese construction methods: Symmetry became standard building practise due to the rapid expanding villages and tpm throughout China. For my dissertation I investigated the ability to use modular components to create elaborate structures.
This was to reduce stretching of the pixels that is obvious to the player and could be seen from the players point of view.
On completing my research, I was able to answer my overall question around my dissertation, which was to see if complex structures could be made and constructed from modular assets for use in a game engine. In addition to this, I failed to model the amount of objects that I had originally intended to create.
Just a quick update, I have prepared the models for unwrapping, as a solution to the many pieces I have to unwrap that are similar I have developed a simple solution.
While I struggled to complete my model within my self set time period, I however managed to achieve a primary goal that I had set during my proposal of completing my whole kit within 45, polygons. It’s tried my best to pack the UV islands so that there is the as least possible texture space wasted.
After the completion of the modelling process my total polygon count was 25, One of the most enjoyable aspects of the whole production process was in fact the researching of the history of ancient Chinese architecture.