To start things off I went through
my list of assets for inspiration and decided to go simple to begin with and
not get caught up in anything that will take too long too early in the process.
In the end I went with making a desk. This asset will have a collection of
pieces on top by the end of the project and so it seemed like a decent place to
begin. For my research I looked into 1800’s early 1900’s European tables and
writing desks I settled on a select few images that I liked. Once I now had a
good idea of what I wanted to create I started modelling in Maya.
Process
The design itself incorporates
ideas from a mixture of the examples in my research, the structure, oval top
and patterns that these have will all be incorporated into the design. I started
off with modelling the legs of the desk referencing the design from the top
left image and blocked out the rest of the low poly. Once I have a silhouette I
was content with I duplicated, and started work on creating the high poly
version. I created a set of spirals within Maya for the patterns on the legs of
the desk but for the patterns that would be carved into the wood. To make the
high poly versions of the patterns I used a mixture of Inkscape and Photoshop
to create images as .SVG’s (Scalable Vector Graphics) and then through Blender
and into Maya. Doing it this way allows me to get complex and intricate designs
from images into mesh.
Texturing
I baked out a
Normal and an AO map and took these and my model into Substance Painter. The
room as a whole will be quite dark and dirty so I need to create these assets
with a decent amount of damage and grime. Through baking a Curvature map I am
able to use generators which are a very useful tool for getting the right
effects such as scuffed edges or the build-up of dirt.
Once I was happy with the asset and
how it looked in UE4 I decided to render the shots for my asset sheet in
Marmoset 2.0. I hadn’t used this prior to this project but I really like it for
getting nice beauty shots to present a piece.
Asset Sheet




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