Beams and planks
Before I continued with creating more prop type assets I
started work on creating the structural wood elements for the scene. This
included creating the central beam and some planks to use around the room. For
these I wanted to do them in the same style and pipeline as I did with the
steps on the stairs using zBrush as I was happy with how that style turned out
previously. For these pieces I used a single X2048 UV map.
Process
To create these pieces I modelled out
the low poly blocks in Maya and took them into zBrush. As before I used basic
brushes and smoothing to sculpt some grain and flow of the wood. I baked these
out in xNormal and took them into substance painter. Once again this involved
using generators to add some dirt and wear. Throughout the process of completing
this asset I was thinking about how these pieces would go together
structurally.
The last thing to do was to add them to the scene to add some
structure to the room. Once I had brought these into UE4 I put the beam in
place and then duplicated the same plank multiple times around the room, each
time changing the scale and rotation each time meaning that I can get multiple
variations out of the same asset.
Floorboards
The final step for making the wooden structural elements in
the scene was to make the floorboards for the ceiling in the scene. As I really
like the finish of the wood through the technique I have been using before, I
decided to use the same process again for these. Once again I am going to use a
x2048 UV scale.
Process
Once again I used the same process of using zBrush to make
the high poly. I made 2 separate floorboards for the scene. By doing this I can
duplicate them in 4 different ways giving 8 different variation and allowing me
to avoid any repetition.
Once I had these in place it was time
to work on the lighting. For this I used a directional light and created some
light shafts and bloom from it in order to make the god rays. Once these were
in a tweaked the values and colour.



No comments:
Post a Comment