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Creating a Next-Gen farm

“Creating a Next-Gen Farm ” by Daniel Vijoi

3. Modeling and UVs
Using one of the concept images, I’ve measured the dimensions of the building, modeled the big volumes. Further details have to be added in step by step.

At the same time I have to be careful not to model details that are either too small or need too many polygons. Most of these can be added in with textures. Depending on the game’s engine there’s a balance between what can be done with geometry and what can be done with textures. To make sure the result is optimal, it’s ideal that the same person does the geometry and texture. In the games industry, optimizing the execution time is very important for all the stages of building an asset. For modeling all useless polygons like the ones that are not visible have to be removed. The vast majority of the mesh has to be built using quads; the use of triangles must be limited to areas where quads cannot be used.Here are some typical details that can be added via polygons:

This next image shows how I created and optimized the roof and one of the windows using the extrude tool.

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