Goals, find the best possibly way to create two separate tree models, create a set of high detailed handle bars with the characters arms attached and texture the bike and arms.
After feedback from the group we decided that the trees created from the foliage tool in 3ds max looked the best, it was up to me to create trees from the tool which met with the requirements to be in the game, they looked well and had a low enough polygon count.
The first tree would be the oak, it was already an option within the Foliage Tool and would give a good starting point. Using the foliage tool I created an oak tree which was high detailed, The pruning, density and detail were all set to the highest option. I took a high detail scanline render of this model to be used as the low poly lod model for the game.
Next was the medium detailed lod model, I used the same high detailed model and turned down the parameters for the detailing on the tree, I set the density and pruning much lower than before, I then also removed the branches as they wouldn’t be noticeable at a distance anyway. I also set the trunk detail to low. From here I converted the tree into an editable mesh and then onto an editable poly, by doing so the polygon count of the tree was set to 386.
Finally I started on the high detailed lod mode. I started with the same high detailed model I used for the render of the low detail in game model. From this model I turned down the pruning and density and I set the trunk detail to medium. Then just like with the medium detail model I first converted it to an editable mesh and then to an editable poly. This brought the polygon count to exactly 1,000.
Next I created a spruce tree using the foliage tool in max. I preformed the same steps with this tree as I had with the oak tree to create the low, medium and high detail tree models to be used in game.
My next task for the week was to create high detailed handle bars for the bike, I opened the previous version of the bike I had created and found a close up image of the handle bars of a specialised demo 8 from the rider’s point of view. I also researched into what breaks and gear changing systems were most commonly used on the bike. The SRAM Guide R and the SRAM X7 systems. I also found close ups of these parts to aid in there creation on the bike.
To create the brakes I started with a simply cone object, I converted this to an editable poly and used extrude to create the place where a screw would be placed. I then created a long, slender box to act as the handle of the brake, I converted this to an editable poly and moved the vertices to create a shape much more like that of the actual break lever. I then created a tube to sit between the lever and the body of the break, I used the move tool and selected vertices to make the cone more like the shape of the actual break body, once done I Attached the pieces together. Finally I created the head of an Allen key screw/hex screw. I accomplished this by creating a cone, I then selected the top polygon on the cone, inset it and extruded it back into the rest of the cone.
Next I created a tube to fit the handle bars to the bikes turning column and suspension. I created a box and used the Boolean tool to remove a segment from the tube, I then used the polygon selection tool to select and pull some of the polygons around the gap upwards. I then placed a cylinder into the gap and copied the screw head from the break system. I places this at the end of the cylinder to create a screw. I then selected some of the polygons from the base of the tube and extruded these outwards. I then inset the top of this section and extruded the outer polygons upwards. I then copied the screw head again and placed the copied inside the section I had pulled out. I then mirrored this object on the handle bars.
I then moved on to the plating on the front of the bike. I started with a box object and extruded the sides outwards, I then inset these sections and extruded downwards, into the body of the object. I then created tubes which were the same circumference as that of the suspension system on the bike. I then attached these to the box object I had created.
Next I created the characters arms to be placed on the bike. I merged the gloves I had made previously and moved the fingers to fit around the handles next I selected the edge around the end of the glove and created new polygons using the non-uniform scale tool, I then selected the edges of these and extruded them back away from the glove to create an arm like structure. Once I had the shape of the arm right I imported the elbow pads and placed these onto the characters arms as well.
Finally I moved on to texture the bike and arms, I started with the separate sections of the bike first, the handle bars, the body, the wheels, the pedals and the arms. I selected individual polygons while using the unwrapUVW modifier. I would select polygons facing in the same or close to the same direction, I would then use the quick planar tool to make this selection into a single face in the UV editor, I repeated this process for each side of each section of the bike. Once this was done I opened the individual section in the UV editor, selected all the faces for that section and flatten mapped them. From here I would sort them into their groups and make the unwrap more cohesive and easier to understand. This in turn would make it easier to texture in Photoshop. I repeat this process with all the sections and saved all the new UV maps, I also made renders of all the UV maps which could be read by Photoshop.
The last process to the texturing was to take the renders of the unwraps into Photoshop. I used real images of the bike and then used the eyedropper tool to select the exact same red colour used by specialized on their bikes. Luckily the bike is predominantly two colours, red and black. I first used the magic wand selection tool to select the area outside of the UV’s which would not be a part of the bikes texture, I deleted this section. Next I selected the inner parts of the UV map using the magic wand selection tool and unchecking the contiguous box. I then used the paint bucket tool to make this selected area the same red colour I had selected previously. Next I used the paintbrush tool to paint black onto the texture in the same regions as on the actual bike. The last thing to do for the bike was add the specialized logo to the front of the bike.
Once the bike was done I moved onto the arms, I unwrapped them in the same manor and simply made the sleeves and gloves two separate blue colours and added a shade of colour close to skin tone to the section of skin visible at the wrist, finally I made the elbow pads black.
I encountered problems with the unwraps this week, although I unwrapped them as I was supposed to and how I was shown the sections still split on their own into smaller sections, some only a single polygon in size, this made it more difficult to texture the bike then it should have been had they unwrapped properly. There only solution to this problem was to go through the unwrap process again, which was more costly time wise then simply working with the slightly wrong texture map.