Friday, 22 October 2010

Blog 2

Week 3: After looking at the various props that I would have to make I decided to begin modeling the "meeting room" first. I chose this because both rooms are exactly the same in terms of size and wall design; the only major difference between the rooms is that the "meeting room" has a large window on the wall opposing the main entrance doors and the "tech room" doesn't.

I have chosen to follow a modular style of modeling as I want to avoid as much BSP in Unreal as I can. This is because in my experience the Unreal engine crashes allot more if your map is primarily BSP. To start off with I built a base rectangle for a wall segment and modeld the pattern style that are on the walls in the film. I then saw that there were several size variations of this pattern throughout the room. I simply resized the wall segment that I had already made to match. There were a total of 4 wall variations. I then began to piece the various segments together to mimic the pattern design from the film and create the outer walls of the room. There were no real issues with doing this, all the pieces fitted together and worked well. I then made the doors for both the main entrance which was a double door and the connecting door to the "tech room". 


Again I used the snapshots that I had gathered from the film to use as reference for the doors and the door boarders. Like the walls the doors had a simple concentric square pattern. This was fairly easy to replicate, the harder part was creating the boarders. I wasn't sure what would be the best way to go about modeling them. They have groves going down them and I didn't know if it would be poly efficient to modle the grove in or perhaps use a high poly bake instead. For the time being I have modeled them in, if it is seen as a better idea to bake the details in later on then I will do so.

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