Just like my pedestal blog post, this post is similar in the way I referenced Link and compared his height to the original Maya human body reference. Although they are similar, the fence was considerably harder to get proportionate to how it is represented in the original game on the Nintendo 64. I had used 1.4 Maya reference bodies to display the height of the fence, since the fence is about 3 times Links size. Here is my starting reference layout.
To start off the fence, I had created a cube that is exactly 1 square on the grid. I then extended this to the height of the top of the reference bodies. I do this so the model has continuity for when the fence crosses each other, and has no inequal gaps which could make the model look unpolished and scruffy.
The next step I had completed was counting how many posts were in the reference image, both horizontal and vertical. I had counted 15 vertical fence posts that cross over 4 horizontal posts. Using the posts I had created, I duplicated the first, and used the squares on the grid to make sure they were the same distance apart from each other. At first I put them 2 squares apart, but they seemed too close so I made it 3 and it worked better.
The fence in Ocarina of time is similar to a crosshatch pattern, and in the original game the model is also 2D. They save polygons by doing this which optimises the game to save loading times and reduce the workload on the computer. Since I am creating a more realistic version of the game, I have decided to convert this into 3D as this gives more depth and realism.
After this is made into a unique fence-like crosshatch shape, you will need to UV automatic unwrap all of the cubes individually. If I had UV unwrapped the first one and duplicated that version of the post, I wouldn't need to do this process. This was an inefficient use of my time, but it only took a couple minutes so it's okay.
After this is done, it is time for texturing! I will be texturing this asset inside of Unreal Engine 4. But for now we can export this by selecting file in the top Maya drop down and selecting game exporter, selecting the path, naming the file and clicking export. This should export as a viewable Fbx file.