Gas mask
Now that I had made
2 large space filling assets. I now wanted to make something that would go onto
the desk that I had previously made. There are many items that I could have
chosen such as; type writer, weapons, enigma machine and a range of spy
gadgets. I ended up with starting to make a Gas Mask. I started this by looking
into what the civilian issued German gas mask looked like in WW2 as a spy would
need to fit in around other people. Once I had found sufficient references I
could move onto modelling.
Process
Now that I had a clear idea of what
I needed to create I started thinking about how it will look in the scene. As a
gas mask it is quite an organic shape and is not a very solid object in terms
of structure. In the scene I want it to look like the character has placed it
loosely on the table and so it will be distorted and folded to look like it is
laying naturally. This was quite a challenge for me as I haven’t made an asset
like this before when thinking about form. To create this effect I modelled out
the gas mask normally with a relatively high poly count and used some of the ‘non-linear’
deform tools within Maya. Once I was happy with the shape of the piece I added
in the circular eye pieces and finished making rest of the piece such as straps
and the filter.
Texturing
Once the gas mask
was finished in terms of high and low topology versions I baked out a Normal,
Ambient Occlusion and Alpha map in xNormal and took it into substance painter.
Using existing techniques I have learnt through my previous assets such as
generators, I textured the asset and took it into UE4 to see how it looked in
engine. I noticed that for some reason that my roughness maps are not looking
the same in UE4 as they do within substance and so had to make some manual
changes with the levels in Photoshop to get the values correct.
Asset Sheet





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