Today i finished unwrapping the jail model. Usually i find UV unwrapping quite tedious, but i think i did an alright job on this. I tried to lay out the UVs in a neat and non confusing way, but there were some tiny faces that i couldn’t locate on the model, so i just kept them to one side.
After it has been textured it will go straight into the Dusty Ridge level, where all the models will be cell shaded like in the game Borderlands.
This is my progress on the Jailhouse model. Since one person isn’t making all the models, they could be wildly different sizes and not fit together in Unity. To solve this we used the dimensions 4x4x3 as a guide, so whatever we model it has to fit within that size. We did the same for doors too: if all the doors were different sizes it would look weird, so we made a door template in Maya. Now that i have the model, all i need to do is uv unwrap it and pass it on to be textured.
One of our game’s levels is called Dusty Ridge. It will have 3D models in the background, all themed around wild west towns. Since there is a lot of 3D based work to do, the modellers in our team need some help. I’m used to doing 2D stuff, but i want to help reduce the workload for them, so i’m going to make a jailhouse model. In our Google Drive we have a place for reference images to help us brainstorm ideas. Before i start modeling, i gathered a bunch of western jail pictures.
One of the main things i’ve been working on at the minute is the powerpoint for our presentation. It needs to include all the assets, the concept art, as well as a section for people’s individual contributions.
Since we don’t have much time left, i tried to help out my team by texturing a couple of Jordan’s assets. I added a simple black/grey colour to the frying pan and made it look metallic. The other asset was the tepee, which i gave shades of brown and imprinted different stamps onto. Originally i wanted to put a zig zag pattern across it, since the characters have that pattern. Also, i tried to make it look like canvas, but the scratches stamp i used made it look like wood. The eye stamp was an experiment, but it turned out looking good (it reminds me of Little Nightmares) so i kept it. I’m starting to really like using Substance Painter, even though i don’t know a lot of the tools yet.
This is my submission post for my 3D asset. Once i’d rendered out my model (shown in previous post), i exported it to my Sketchfab account. Below is the model itself, which you can zoom in and view from different angles.
I’ve put together a powerpoint of my production pipeline. This shows the development of my asset, from the original concepts and moodboards to the final renders:
Overall, i think this project has gone really well. Since my specialism isn’t 3D modelling, i’m not used to making professional assets, but i feel that i adapted well to the production pipeline. The modelling process in Maya was okay; cacti shapes aren’t too complex, so creating one wasn’t too difficult. It was my first time texturing a professional model in Substance Painter, and i found it relatively easy to do. The fact that you can paint directly on the model is very useful, and fun to experiment with. Rendering my model also went well – the settings in Substance were easy to understand, and i could move the light source without problem.
I did come across a few issues during the process, however. The first of which was when i was about to start the high poly version, transferring the low poly from Maya to Mudbox. Once in Mudbox, the low poly had a bunch of errors, and wouldn’t sculpt properly. This turned out to be because of the creases, so i had to go back to decrease a little and export it again. Another problem i had was with baking in Substance Painter. When i tried to bake down the detail onto the low poly, the surface would look glitchy. This turned out to be a problem with the fbx files, the solution was to fix the hierarchy in Maya and then export it as an fbx again.
When i make a model in the future, i should find a quicker way to UV unwrap (like automatic unwrapping), since doing it individually takes a while. I would also organize the hierarchy in Maya better.
Now that i’ve finished making my asset, all that’s left is to render it out. There are two modes in Substance Painter – paint and render. Unlike lighting and rendering in Maya, i find Substance much easier to understand, i figured out how to use the tools/settings far quicker. There are different options for backgrounds and lighting types, i chose to turn off the background (but keep it’s light setting) and disable shadows.
Here i have a wireframe render of the model. I had difficulty getting this result, as only the outline would show up, but i solved this by looking at some tutorials. All i need to do now is gather the pipeline images together for my submission post, and post my model to Sketchfab.
Recently, i’ve been working on texturing my cactus asset. After baking down the detail previously, i started to add colour by creating a green fill layer. This made everything green, so i added a paint layer, quick masked the spikes (so only they were selected) and coloured them pink. They were originally going to be a yellow, but since our project is it’s own strange world, pink makes it more unique and stand out better. Cacti aren’t very shiny, so i reduced the metallic option on the fill layer, but increased it on the paint layer to make the spikes shine a bit.
Once i blocked in the main colours, i began adding detail. On a new layer i used quick mask to lightly shade the spikes a darker pink. I added a paint layer and only selected the cactus stems, using the ‘veins straight’ stamp i added lines all over. The skin of the cactus still needed something, so i found a bumpy stamp (‘frog skin 3’), increased the height and covered the cactus with it.
How to create a quick mask that lets you focus on an area without going over other parts:
- T = create quick mask
- Click polygon tool (toolbar)
- Set bar to black
- Select area you want to focus on
- I = invert mask
- Y = cancel