Tuesday, 10 January 2017

Lab Model Building Part 1 - Flooring

Onto asset building for the lab! Since this stuff is going to be a lot bigger on screen it all need to be a bit more detailed than the tank level environment. In the tank level I used a Edge highlighting on very few assets (Only the really big ones such as the rocks and garage) as it wasn't worth wasting time on detail that will not be visible at the cameras distance.

The first kit for the lab is done. It is a set of 3 types of floors with a bunch of panels and cables that I can fit into the platforms to create a bit of easy variation and to hide any clipping that can occur. Since I needed a lot of detail in these textures to make them pop nicely I created all the base textures and masks in substance painter, then went into photoshop to manually paint in the highlighting and painted lighting detail. I could have done this in painter but it is a bit slower than photoshop because its having to keep a lot more information active whilst I paint manually, where as photoshop is just a single image. 

Finished Assets

Wireframe view. Pretty much everything in these assets is done with maps so their poly counts are extremely low.

Example of the difference between the base version baked out of substance and the additional work on the edge highlights and manually painted detailing.  

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