Thursday, 16 May 2013

Polygroups, polygroups, and even more polygroups.

For this part of my modelling process all I had to do was make shapes, sounds simple and it is, except it is pretty long winded. By using my tablet and the mask pen brush with symmetry on I just started to mask bits out, CTRL+W to make mask a polygroup then CTRL-SHIFT-CLICK the polygroup I had just made to hide it so that I wouldn't accidently overlap polygroups. I did this for the entire body, and since I had already made a body mesh it was easy to follow the human anatomy.

FRONT ORTHOGRPAHIC


BACK ORTHOGRAPHIC

SIDE ORTHOGRAPHIC

As you can see all these different colours on the body are separate poly groups which will become different parts of the armour using panel loops.
A problem I did however encounter and maybe a disadvantage to using panel loops rather than extract is that it doesn't actually make a separate subtool for the panel loops you have just made - or I just don't know, and couldn't figure out how. However I did find a work around which was to duplicate the entire subtool once panel looped - and since all the parts that I didn't poly group were in one uniform group I could hide all of that and simply delete hidden and there I'll have a separate subtool with just my panel looped polygroups in it.
This is the actual result of the panel loops with the textured metal material.


This was the end of week 4 and I was right on schedule even after the step back with the entire new character.




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