The software that are to be of use are as listed.
- UDK
- 3Ds Max
- Zbrush
- Sculptrix
- Mudbox
Our Technical Artist, Matt Overbury, who has previous knowledge in UDK, was given the task to get the roughly correct scale and size of which we can use to model in max. Since the final outcome is to be produced via UDK, it was ideal to get the basic proportions in UDK then give the measurements to the asset builders for a result that clicks into place.
- The first step was getting the general cylindrical shape of the visitor center.
As UDK uses a heavy
grid snapping base, getting a round world into UDK was a struggle. Matt Overbury first tried to make the
cylindrical base but was not effective as it was difficult to manipulate. In the
end he resorted to blocking the
cylindrical base into chunks, from the walls. He then used pillars to cover up the seams of the walls and to identify the location of the pillars themselves as shown in the reference.
![]() |
| Matt Overbury - Identifying the structure. |
·
"Getting the general scale of the
visitor centre was a struggle. As
everything had to snap to the UDK grid and it was hard to model everything into
proportion." - Matt Overbury
Matt first used UDK
BSP to block out the general size of the visitor centre, and then he gave the unit sizes to the asset
builders so they can model the assets into the correct size.


No comments:
Post a Comment