Wednesday, 11 January 2017

Chest Asset

Chest

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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