Boiler & Pipe system
Now that I had both my floor and wall materials finished it
was time to move back to making assets for the scene, as I still needed to focus
on the larger pieces. I looked back at the assets I had gathered reference for
in the previous half of this project. After looking through I decided it would
be a good idea to create the big boiler that would be situated in the corner of
the room. As well as the boiler I also
intend to create a procedural pipe system to go with it.
Research
As I had already previously collected
some solid references for this piece I had a good Idea what I wanted to go for.
For my main reference I decided to base
the design on the picture on the far right.
With a good reference I started the modelling process. For
this asset I didn’t want it to be any more than 2500 Tris and I want to use an
x2048 UV scale, I also wanted to use x2048 for the pipe system. Throughout the
modelling process I had to keep in mind how the pipe system will integrate with
the boiler. To make use this wasn’t an issue I made sure that the openings in
the side of the boiler were the same shape and size as the pipes. For the pipes
themselves I designed 6 separate
sections that can all fit together freely.
Texturing
Starting with the boiler I baked out the normal and A/O maps
in xNormal and brought it all into Substance painter. Although the reference I
was going off was black and white I looked into materials that could be used
for creating old iron boilers in the late 1800’s early 1900’s. The two
materials I ended up using was a combination off black wrought iron and brass.
As the area that the boiler will be in the scene is a very dark corner I feel
the touch off brass will help with reflections and bring the piece out of the
darkness. All the texturing for both the boiler and the pipes was done in
substance painter accept the gangue on the boiler which was a simple job in
Photoshop.
Once I was happy with the asset I decided to take it into
marmoset to get some beauty shops for an asset sheet.
The last thing to do was to now take bot the boiler asset and
the pipe system into UE4 and arrange them in the scene. As there are a lot more
assets to be made for the scene and the layout may change, the pipe layout will
be customized to fit the environment.



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