Game Development Reference
In-Depth Information
What just happened?
You've just created a car body using simple, foolproof steps. This rough form represents
the basic 3D outline of half of your car. You will duplicate and flip it so that it creates a full
car. The form you have in front of you is already good enough for a low-polygon game asset
mesh. It just needs a realisic texture. When you think about how quickly you could apply
this method to creaing any car, you can see why SketchUp is so great for asset design.
SketchUp allows you to rough up a quick, low-poly model of virtually anything you can think
of. Then, if you import it into your game and it fits in well with the overall design of the
game, the game play, and the level, you can then decide whether to take the ime to inesse
the model to bring it up to par.
Now that you've got the basic form of your car, you can do two things:
• Reine the car's form step-by-step unil you have a highly-reined model
• Create a highly-detailed and lifelike texture to simulate a highly-detailed model
The irst of these is more suited to realisic photo rendering for such things as adverising or
movies. The second is more suited to gaming. As I've menioned previously, the game and
movie industries are rapidly converging into one. We might soon find that both game and
film assets require high-level details in both texturing and geometry (mesh).
Refining the car's geometry
The temptaion now is to launch in and model everything that's possible to model before
your car is complete. As I said before, that's a wrong way of going about it. You'll get
discouraged. Besides, this is game-asset modeling, where "light is right." Keep your models
light in detail, light in file size. Light is right!
Actually, your car is almost finished anyway. Or, at least the mesh is. There's just some
obvious glitches in the mesh that we have to see to, and then we're done!
Time for action - sitting on the hood
The hood doesn't look right, does it? Let's fix that now. This is the complicated bit, because
cars are complicated. Car bodies are not deined by the simple intersecion of three forms that
we've carried out just now. Cars want to be curvy! Curves are our enemy in SketchUp. Don't
forget that SketchUp was iniially designed for architects, and the nearest an architect ever gets
to modeling curves is when they enter the annual RIBA fashion show for charity.
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