The next item I wanted to create
was a trunk or chest type object to sit on the floor within the scene. I began
my research by looking into different forms on WW2 chests that would be used
within the army. To follow this I also looked into the mechanisms that allow
the piece to function and its structure such as Locks, handles, bolts and the
latches to help with the design.
Process
I decided to make this asset as
separate pieces. I started with creating the high and low poly version of the
chest itself. I wanted to keep this asset low in terms of topology and so the
only modelling I did for this piece was bevelling the edges to give a soft look
from any angle. For the high poly version I created metal straps, leather
corner patches and bolts for structure. Once I had unwrapped and bakes out the
maps for this part I proceeded on creating the parts that will attach to the
chest. I modelled the lock, handle and latches through the same process of Maya
into xNormal. Now that these pieces were baked out, I was ready to start
texturing in Substance painter.
Texturing
I wanted to show a lot of history
in this piece, as well as the fact that the room is going to be quite dirty, I
wanted the chest to have a lot of ware too. By building up layers and using
generators in Painter I was able to create the effect of edge ware, scratches
and the accumulation of grime and dirt.
Asset Sheet
Once again I decided to render out
the shots for my asset sheet in Marmoset 2.0.




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