Modelling Workflow
In this article, I explain our workflow of creating a model for open clonk at the example of the lorry originally created by Mimmo.
- Every good modelling process starts with a sketch or some other image as a pattern. For the lorry, Mimmo used a picture from wikimedia commons.
- This is the low-poly model of the lorry from Mimmo.
- Details which can be displayed on the texture can be deleted. As you can see in the images, I deleted the inner polygons of the container as well as bottom and top of the thing where the wheels are attached since the lorry is always displayed from the side. So, to know which polygons are not important, you need to know from where the model should be visible. Let's say the lorry can be displayed from the side, has a turning animation, a dumping animation and a enter-into-building animation. As the wheel will only be visible from one side, I deleted the vertices facing backwards. This is all small shit and doesn't matter too much, but the lorry should be just a simple example of this reducing the polygons because of a) geometric details in the texture, b) polygons that are inside other objects and c) polygons that are never visible from any view in-game.
- -> good uv unwrap; zones which are directly visible are more important -> can be bigger in the tex; be kind to the texture artist and *beschriften* a uv-map template; the rest of the work can be made by 2d artist(s).
6. -> if needed, on the basis of the low-poly model, a high-poly model (& normal map) can be created.
7. -> later but independent of uv-map, geometry etc -> animations