EarthQuake
07-14-2009, 08:41 PM
Alright this is probabbly all i will end up doing for this workshop, but i wanted to tackle the chain itself.
So i started off by modeling the base shape for the.... Thing the chain wraps around.
After that i extruded out to get the shape for the chain itself
Now that i had the basic chain proportions, i modeled a tiling strip of highres chain.
I then uv'ed my lowres chain section, unwrap it so it filled exactly 100% of the width, and then scaled it up so it was near uniform density as the base shape, while still being able to tile. This means i scaled it 200%, any even number would work here, 2x 3x 4x 5x etc would all ensure your tiling works correctly. 2x tiling doesnt save me a huge amount of texture space, but its essential for how i plan on animating it.
Ok, now that i have my low uved, i broke up a straight chunk of it and scaled it to be roughly the size of half the distance of the chain(so its covering the 0-1 uv space). This will be the bake mesh for the tiling texture.
Now i took my tiling section of HP chain, duplicated it enough times so that it filled the size of the "bake" section, and tweaked the bake mesh a little so that it matched up exactly at the points where i wanted it to tile(i picked 2 points of the same shape, the points of two of the "teeth" in this case, that were the closes distance to what i wanted).
After that its just a matter of baking to your bake mesh(i moved the base section in the bake/high meshes down a little so they wouldn't intersect. And did a few more things like separate the uvs where i planed to use hard edges. You could probabbly get away with less hard edges here, but because i'm making a tiling texture, i wanted as little "smoothing compensation" in the texture as possible, to get rid of any odd triangulation artifacts and such. Probabbly not a big deal tho.
http://johnyontehspot.com/pix/chainsaw01.jpg
I threw it all in maya, baked the maps from the bake mesh and applied it to the low mesh. Its important to set the same hard edges on your bake mesh as your low so as to not have any smoothing errors.
http://johnyontehspot.com/pix/chainsaw02.jpg
http://johnyontehspot.com/pix/chainsaw03.jpg
Close up of chain HP
With a bit more experimentation here i think you could get better results, more "pointy" results than i have here. Focusing the sharp detail to the center of the mesh(where i have an edge loop in the low) would probably help a bit here. But i just wanted to show the basic principal, so i wont spend much time tweaking =)
http://johnyontehspot.com/pix/chainsaw04.jpg
And a big ass gif showing the final result. Simply moving the uvs left to right gives us a nice animated chainsaw! This method also works well for tank treads.
http://johnyontehspot.com/pix/chainsaw.gif
And a link to the high, low, bake meshes + textures
http://johnyontehspot.com/pix/chainsaw.rar
So i started off by modeling the base shape for the.... Thing the chain wraps around.
After that i extruded out to get the shape for the chain itself
Now that i had the basic chain proportions, i modeled a tiling strip of highres chain.
I then uv'ed my lowres chain section, unwrap it so it filled exactly 100% of the width, and then scaled it up so it was near uniform density as the base shape, while still being able to tile. This means i scaled it 200%, any even number would work here, 2x 3x 4x 5x etc would all ensure your tiling works correctly. 2x tiling doesnt save me a huge amount of texture space, but its essential for how i plan on animating it.
Ok, now that i have my low uved, i broke up a straight chunk of it and scaled it to be roughly the size of half the distance of the chain(so its covering the 0-1 uv space). This will be the bake mesh for the tiling texture.
Now i took my tiling section of HP chain, duplicated it enough times so that it filled the size of the "bake" section, and tweaked the bake mesh a little so that it matched up exactly at the points where i wanted it to tile(i picked 2 points of the same shape, the points of two of the "teeth" in this case, that were the closes distance to what i wanted).
After that its just a matter of baking to your bake mesh(i moved the base section in the bake/high meshes down a little so they wouldn't intersect. And did a few more things like separate the uvs where i planed to use hard edges. You could probabbly get away with less hard edges here, but because i'm making a tiling texture, i wanted as little "smoothing compensation" in the texture as possible, to get rid of any odd triangulation artifacts and such. Probabbly not a big deal tho.
http://johnyontehspot.com/pix/chainsaw01.jpg
I threw it all in maya, baked the maps from the bake mesh and applied it to the low mesh. Its important to set the same hard edges on your bake mesh as your low so as to not have any smoothing errors.
http://johnyontehspot.com/pix/chainsaw02.jpg
http://johnyontehspot.com/pix/chainsaw03.jpg
Close up of chain HP
With a bit more experimentation here i think you could get better results, more "pointy" results than i have here. Focusing the sharp detail to the center of the mesh(where i have an edge loop in the low) would probably help a bit here. But i just wanted to show the basic principal, so i wont spend much time tweaking =)
http://johnyontehspot.com/pix/chainsaw04.jpg
And a big ass gif showing the final result. Simply moving the uvs left to right gives us a nice animated chainsaw! This method also works well for tank treads.
http://johnyontehspot.com/pix/chainsaw.gif
And a link to the high, low, bake meshes + textures
http://johnyontehspot.com/pix/chainsaw.rar