Hi guys,
I've been given the task to make a Mech at uni - following someone else's rough design. I've approached it (with some advice from polycounters) by splitting it into several parts;
![referencefrontside.jpg](http://imageshack.us/a/img827/4666/referencefrontside.jpg)
In this case; Toe/Foot/Leg/Port/Guns.
My problem is that, whilst I understand how mechs function with hundreds of different mechanical parts; springs, coils, wires, etc; and as I place this stuff around my mesh - How does this eventually become 1 object?
I know I'd have to retop obviously; but surely a mech is different to a organic humanoid which for example would have clothes attached to the body?
I don't understand because surely a mech consisting of hundreds of different pieces wouldn't be able to be retopped due to some parts being too complex; and then contain many UV islands; or even then if it wasn't 1 single object - be animated & rigged?
Any help would be GREATLY appreciated. I'm getting lost here.
Replies
2: You create the low poly. For a mech and even characters, a lot of the parts are separated, but you merge a lot of the objects, example https://dl.dropbox.com/u/1177306/spree_pcount/normal.png Obviously your mech wont have that many pieces, but its the same idea. I would break off any part that would need to move separately into its own piece of geometry. For a normal character you would still do this with belts, hats, big bracelets, earrings, buckles, etc.
3: You bake out a normal, AO, and cavity map.
Just look at these threads
http://www.polycount.com/forum/showthread.php?t=106041
http://www.polycount.com/forum/showthread.php?t=105793
From the first link (dropbox link) I see the low poly is literally a bunch of items all placed ontop of each other; nothing really joined by topolgy? is that correct?
Tiger...
Don't have a clue what you meant there...
I'm not fussed about the way I break it up - I can understand the approach, as thats like any character... welll any model at all; its literally more about Mechs and the way their retopped...
Just combined, no need to merge the vertexes on anything if it looks fine separate.
You don't need joined topology for most things. That starts to become an issue once you start animating things that will deform, like people (rigid mechs don't really have to worry about this).
So in terms of movement for a mech; is this the correct sort of rig?
(crude as it may be)
Overall you wouldn't need to merge anything together into one mesh unless its better for the engine or you want to have less objects to fiddle with.
I made one spider mech in Uni, and I also had that piston part, which needs to be in two parts. You can take a look at this youtube video for that: [ame="
Found a quick image of part of my spider leg, you can see I had a lot of parts, which was all seperate (please note though that I only did highpoly model and animated it, was newbing back then):
EDIT: Hmm, for some reason the image refuse to appear. Anyway, url is: http://mcgreed.dk/portfolio/bloodmech/blood_mech_wire_leg_v01.jpg
EDIT: Oh and something very important I found when trying to make moving parts, block everything out first, and rig it, to see if it can actually work. I ended up having to redo the mechanics of the legs because two sections could only bend like 5 degrees, and would make it tiptoe around the place.