BA3b, Asset/Indie Dev, Week 2

I had to pitch my idea of creating an environment inspired by the streets of Tekkonkinkreet, which didn't go too well. Whilst I'm normally a pretty confident speaker, I was a little unprepared this time around as I'd spent my time last week researching and modelling blockouts. I received positive feedback on my blockouts from my peers, though my was noted to lack originality. Given that my last project was so "out there" I'm looking forward to creating something a bit less original.








More Tekkonkinkreet reference imagery:



















I'm trying to practice modelling quicker and quicker, I made this bucket in less than an hour. I'm keeping my topology cleaner than I have done previously, as I want my assets to be well optimised for UE4.






I modelled and unwrapped a metal bin using these images as reference



I made the lid and bin separate meshes so I am able to use them individually as well as together in my environment.



The high poly sits at 45k tris, whilst the low poly mesh is only 2040 tris. I can definitely push it lower if I need to, though I didn't want the silhouette to become boring.



I unwrapped my bucket and baked the high poly onto the low poly in substance painter, I only just realised that I don't need a cage to do so. The bake came out pretty well.





There were some minor artefacts on the bake of my bin and lid, but these can be fixed later on.













I modelled the high and low poly of a telephone pole inspired by one from the images of Tekkonkinkreet above. The texture in the above render was just used to check if the bake worked properly, which it did. The high poly is 398k tris and the low poly is 4668.










This lamp was directly inspired by one seen in an alleyway from Tekkonkinkreet, although I added some minor detailing to the larger cylindrical shape; this was to make the asset look more interesting. I also gave the pipe a little bend/bulge for the same reason. The high poly is 28k tris and the low poly is 846 tris. I may need to retopologise the low poly mesh again as this asset will be fairly small in my environment. I unwrapped the uvs and checked that everything baked correctly. The texture is just for testing purposes, however the final asset may look pretty similar.














Modelled and unwrapped the above lights from Tekkonkinkreet, the HP is 47k tris and the LP is 1250 tris. Although there is some minor warping due to the method I used to unwrap the lampshade section, I saved space on my uv map with the hope of increasing the overall texture resolution.

Comments

Popular posts from this blog

BA3b, Asset/Indie Dev, Week 4

BA3b, Asset / Indie Dev, Week 1