Here's a shot of the current level:
As you can see, getting there but still a load of untextured assets. I've been working through them this month and managed to texture a couple more this week:
These little pillows I scattered around the environment were a simple sculpt after the experience of sculpting the previous organic assets. I unwrapped them to fit a 512/512, with a mix of bohemian patterns, which I could potentially go lower res with if it takes me.
This radiator was a chrome model based off a Victorian-era design, which I felt was relevant given the age of the building. I used a high gloss and spec map to give the radiator close to chrome highlights on the main tubes and the chrome, and did a little bit of highpoly work to make the gilded part more ornate. I may have to come back to it at another time to push for extra detail.
Above pictured is the highpoly for the small TV in the corner of the room.
The small TV in the corner was another asset which posed a challenge to me, . Finding reference for the back was difficult, and in the end I settled on no particular reference and just fabricated the grilles on the back from what I had learned.
Here's the final model. To tell a bit of a story I added the note on the side, where a tenant had decreed that the TV is free to watch, despite the barely legible text on the front.
The final model is the record case, which is a fun little asset I found when browsing shots from the actual level. Below is the highpoly:
And here is the lowpoly:
The previous mesh had pointless geometry in the level, so I streamlined it by baking the detail to a lowpoly mesh instead. I had to spend a lot of time tweaking the unwrap to fit all the relevant detail onto the 1024/1024 (the case also has an inside so it can be opened and filled with assets).
Well, that's all.Thanks for reading :)
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