Hello
People!!! We all enjoy playing games. They are just fun. Developers and
designers put lot of efforts and take care of even minute things used while
developing a Game. Characters, Props, CET, voice, background music, what not…
This time
we will be focusing on Game Props Modeling!!!
What are
Props in Game?
Assets
like road, street light, waterfall, jungle, trees which categorizes the
environment, comes under props. Second is, Gun, Knife, Sword or whatever a
character is holding in its hand is known as prop. Props in simple language
means the object that speaks about the action which a character is going to
perform either currently or in near time.
2D Game Assest Design |
Props are
created in low polygon using either Maya or Unity software.
Usually,modeling props in Maya is preferable. Then, these low
poly props models are dragged to Zbrush or Mudbox software
for sculpting. Afterwards, a texture is created in ZBrush where
a new terrain is drawn virtually. Then, again that prop is brought to Maya
where a geometry map is created according to the texture. Finally, XY Shrink
wrap script is used to adapt all the details from low poly props model and
transform it to a high poly props model giving it a final
shape.
If we
focus more on Zbrush tool, this software is used for sculpting, detailing and
rigging.
Sculpting means creating object by carving, casting, or other
shaping techniques.
Detailing means addition of elements in a void object to give it an
appropriate shape.
Rigging means supporting element of an object. Say for example,
human beings have bones and joints which help them to move their hands and limbs.
Similar way, props are given supporting element (rigged ) if required.
This was
just an introduction to Game Props Modeling. I hope you have got an idea about modelling props in games
which you were not aware before.
GameYan
Studio Provided Services in Character Modeling , Rigging – Animation ,
Shading – Lighting – Rendering Game Devlopment , Visaul Effect ,
Production, Post Production for Movies, Games etc..