Helical Games Projects
WIP: Reconstructing/Re-Designing Aidan - Part 2
author

Patrick Barnhardt

WIP: Reconstructing/Re-Designing Aidan - Part 2

The short version of what Mudbox does, is it allows a modeler to increase the polygon/vertices count of a mesh into the millions without the heavy draw on memory that usually happens in rendering software.  Upping the count into the millions will essentially make the mesh react as if it were made from clay or putty and we will be able to actually cut into it and sculpt out details.  From there those details will get baked down into an image, or texture map, that other renderers such as Maya or later a game engine like Unreal Engine 4 can simulate the appearance of these high resolution details on a much lower detailed mesh.

The even shorter version; this next section will give us the most detail in our character, while conserving the most memory going forward.

Helical Games Projects
WIP: Reconstructing/Re-Designing Aidan - Part 1
author

Patrick Barnhardt

WIP: Reconstructing/Re-Designing Aidan - Part 1

So I've been working on various aspects of DIVERSE for a while now,  and to this day I hadn't been happy with the design of the main character.  Not on a basic design level you understand, Dylan Banks did a fantastic job on the original design, but on how the character had translated into a 3D mesh, which was my doing.

So the purpose of this, still ongoing project, has been to rework the 3D implementation of the Aidan design, as well come up with a few more costumes, and ultimately to rig and get the model UE4 ready.

There will be some steps that are either skimmed over or skipped entirely, as covering the entire project step for step would be arduous.