Tuesday, 28 February 2017

Building and Exporting in 3DS Max

Today I started creating a new model for our game, a simple bedside table. I started by creating a simple box primitive, and increasing the number of segments in the width and height, to give me some control over extruding polygons.
Increasing the segmentation allows for more control over creating complex shapes
From here, I used the extrude tool on the middle set of polygons to create a recess in the box, giving it more of a table shape. 
Using the extrude tool to make a more complex shape
I then deleted the bottom face of the object, so that there wasn't an awkward edge sticking out from underneath. Because this object will be on the floor, it doesn't matter that there is no bottom face to the object, because the player will never see it.
I then used the extrude tool once again, this time to bring a section out from the shape, to represent a drawer.
Extruding to create a drawer.
When making models, it is important to maintain as low a poly count as possible. Whilst it is tempting to think that more polygons will equate to more detail, this isn't always the case, and simplicity is often key to great looking models. Moreover, a low poly count is an important aspect of optimization, as having models that have thousands of polygons each will slow your frame rate to a crawl.
This model contains 186 polygons, which is a good, low number.
Once the model is completed, it needs exporting for use in UE4. This is done by using the export function. From here, the model is saved as an Autodesk file (.FBX), so it can be imported into Unreal.
The model is exported and saved as an Autodesk file


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