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Friday, 21 March 2014

Project GLM Team Modelling - Western Sci Fi Modular Environment

The first modelling assignment of my 2nd year in Media Design School.

5 artists (including myself) banded together for this task (as required), which was to produce modular pieces for a modular environment, similar to the previous post.

Out theme was Western Sci-Fi, and we chose to model a mine, complete with rail tracks and support beams. Our art style was stylized, cartoon-ish, drawing inspiration from games such as the Orcs Must Die series and WildStar.

Concept of room pieces.

Eventually we chose which pieces we wanted to do. I chose the mine rail tracks.
Mine track concept.


Model - work in progress.

Renders and screenshots of the completed straight rail pieces below:

Orthographic top view.

Orthographic side view.

XNormal render 1.

XNormal render 2.

After adding some rust and aging effects with dDo for the first time.
Diffuse Map - I intended to add the curved rail piece and pipe pieces as well, however I did not manage to finish it on time and left them out in the end, thus the poor utilization of texture space.

Specular Map.
 This was the first time I've learned how to make a Specular map correctly, and also the first time I've used an Ambient Occlusion Map.

Ambient Occlusion Map. Never made one before, and this first one was rushed, so I think it turned out very poorly. 

Baking my normal map was troubling. I ran into problems using XNormal, and ended up resorting to using the old Maya transfer maps option. I baked a higher model piece, though the differences are subtle.


Normal Map. Baked from high poly in Maya.