Stairs
The next asset for me to start work on is the basement
stairs. To start with I looked into many existing examples of different types
of steps and stairs. After collecting a variety of different references I had a
good idea of what I wanted to make for the scene. For this piece I am going to
use an x2048 UV scale and I aim for it to be no more than 500 Tris.
Process
Taking inspiration from a range of
images I started work on modelling the stairs. For this I did the majority of
the work in Maya but for the high poly I wanted to use zBrush. This is because
I wanted a more organic looking oak style steps to go on the frame of the
stairs. For this I took in 2 different steps and the top, larger step into
zBrush and carved some rough grains and knots. Once I had sculpted the high poly
steps I baked out the high to the low in xNormal.
Texturing
By doing it this way I have a
normal map that once taken into Substance painter I can generate a curvature
map from it and generate wear and dirt. Overall I think that this effect has
worked really well and has almost given a slightly stylised look to the wood.
Railing
Once the stairs were complete I decided it was a good time to
create a procedural railing system to go alongside the stairs. For this asset I
was able to make it using an x1024 UV scale. Due to restrictions in UV space,
the wall attachment has a different texel density and contains more detail.
Process
To make the rail system I started by working out the best and
most efficient way I could make it. I decided to make 3 separate pieces; rail,
ends and wall attachments. Through hiding the seams underneath the wall
attachments I created a full procedural system for the hand rail. Once baked
and textured in substance designer I took the system into UE4 and set it up
alongside the stairs in the scene.




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