06: Personal work
To practice everything I have learned from the research and the people I spoke to, I am creating my own 3D asset and texturing it to be as photoreal as possible. I will be using techniques learned from artist such as Jason and Chun Chun, trying to follow their steps and thought process.
To begin with I chose to create a fire hydrant. I believe this would have a lot of details as it would be exposed to the environment for a long time.
I aim to create a low polycount game prop that is as realistic as possible using 1 2k texture. I will also texture a higher polygon version of this just for comparison.
I gathered multiple references and input them in Puref.
This will be my main reference.
Modelling
Using the main reference, I blocked out the general shape of the asset, as I continued modelling, I also created duplicates in case I needed to go back. Once I had a low poly version, I duplicated and added the extra details that I wanted to bake, therefore creating a higher poly version that I was going to use to bake the Normals.
Baking issues
I encountered this issue when i baked the Normals. This happened because the meshes were too close to each other and the rays caused the objects to project on each other. To fix this I only had to separate them, I could have also created suffixes as _low and _high. I also stacked the uvs of the chain and 2 different bolts to save space in the uv tile.
Once I was happy with the bake, I set up Substance Painter, by selecting a more neutral HDRI and adjusting other settings such as tone mapping and the antialiasing.
I then created different folders to separate the materials and started creating the base metal, the paint and rust.
Using different grunge maps, generators and decal stencils I started to slowly recreate the look of the reference.
I used anchor points to recreate the chipped paint effect. Switching between masks to see how much work each pass needed. As I didnt want them to be flat although the prop was not meant to have the highest resolution or details.
Rendering
I downloaded a bricks wall and concrete material from the Megascans library. In Marmoset Tool Bag I created a little scene with the fire hydrant using a HDRI of a street to get lighting closer to reality.


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