Modern approach to hard-surface modeling for games
Kochetov, Kirill (2018)
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2018112718635
https://urn.fi/URN:NBN:fi:amk-2018112718635
Tiivistelmä
The modern game development cycle requires high standards for art and technical solutions but has limited time resources for iterations and error corrections. Artists are
using new approaches to the typical tasks to optimize the development pipeline and enhance the 3D models.
The objective of this thesis was to provide a knowledge base and technical description of the workflow used to create the highpoly hard-surface assets for usage in game development. This report defines the ways in which an artist could apply general and hardsurface specific design principles to create a solid weapon model, along with the modeling pipeline using Autodesk’s Fusion 360. With the aid of a practical approach and design theory, this thesis shows the creation of a
concept and a high-poly model of a handgun according to specifications. The author explored the advantages and versatility of Fusion 360, along with a detailed description of the modeling process, instruments and best practices based on the author experience.
In conclusion, the thesis summarizes the results of the modeling and specifies the key advantages of the Fusion 360 and demonstrated the workflow used to create a highpoly
model of a gun. Based on this research, the author successfully established the pipeline to efficiently approach various hard-surface modeling tasks for modern games.
using new approaches to the typical tasks to optimize the development pipeline and enhance the 3D models.
The objective of this thesis was to provide a knowledge base and technical description of the workflow used to create the highpoly hard-surface assets for usage in game development. This report defines the ways in which an artist could apply general and hardsurface specific design principles to create a solid weapon model, along with the modeling pipeline using Autodesk’s Fusion 360. With the aid of a practical approach and design theory, this thesis shows the creation of a
concept and a high-poly model of a handgun according to specifications. The author explored the advantages and versatility of Fusion 360, along with a detailed description of the modeling process, instruments and best practices based on the author experience.
In conclusion, the thesis summarizes the results of the modeling and specifies the key advantages of the Fusion 360 and demonstrated the workflow used to create a highpoly
model of a gun. Based on this research, the author successfully established the pipeline to efficiently approach various hard-surface modeling tasks for modern games.