Alex Legg is an environment artist for Rockwell Collins, he has a degree in
Computer Animation and uses Maya, 3Ds Max, Mudbox,
Unreal Ed and Crazybump. I have
an interest in his work because I
am trying to learn the best techniques in creating low-ploy.
Diffuse, Normal, Specular and Occlusion
maps.
Alex
created this model using a tutorial from Eat3D. The low resolution model 1500
polys and 2000 tris, the distribution of tris on the model are well controlled
and texture maps are well made and effective, I think I could learn a lot from
using the same tutorial.
Here is
an in game image of the model in the Unreal engine. From looking at this model
I can see the benefit of creating looks of separate model assets to create a
room instead of multiple or all assets in one go. By creating multiple objects
I will have more control over creating maps that suit different surfaces and
will being able to gain a higher resolution.
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