This is my procedure on the finished Healing Device asset for the game.
Reference picture given by the client to use.
My first attempt at doing a base mesh of the asset.
Break down on separate meshes used for the overall model.
I was unhappy with the turn out of the my first attempt. The reason for this is because the shape around where the strap keeps the device in place was not similar to the reference picture. there were no curvature around the areas thus polygon flow went backwards.
Second attempt at creating the asset.
Building the strap for new model
Positioning the back gem to line up with the centre of the main area of the device.
Back view of the Healing Device.
With my second attempt at creating the Healing Device i was unhappy with the same area of the device. This time i created the right shape for the curvature area of where the strap joins the main Healing Device however it is not proportioned correctly.
Copy of 2 circular shapes to make 1 whole mesh. I attached this together to make one solid flow mesh.
Adjustment for the curvature and overall shape for the device.
Render on how it looks thus far.
I ran into a small problem where I couldnt wrap my head around where I will fill the centre hole. there was a mistake of the flow and I occidentally deleted an important poly loop in the circular mesh.
This is Fourth and final attempt where I used my third version as guidelines to make this. I used my third variation because I managed to get the shape that I wanted however due to the slight problem in the centre I was not able to finish it. Below is my finished and finalised model for the Healing Device with equal Poly flow.
Finished main part of the Healing Device
Connected and aligning the strap.
Finished model. (Back View)
All angels of the finished model.
Render for side comparison of Low and High poly of the Healing Device.
Below are some of my textures for the model.
UV Unwrap 1024x1024
Normal Map
I ran into an issue with xNormal where it couldnt quite capture the smooth details very well and had errors. In order to get this Normal map i had to do it through 3ds Max and then use nDo to make further details. The option of using ZBrush was going to make it more complicated in terms of Low Poly mesh and bakes. nDo was a quick work around with the same results.
AO experimentation.
Original AO from 3ds Max
AO with Normal Map in 3ds Max.
AO conversion from Normal Map
For my AO, I decided to go with both normal and AO details. it help give a better overall details to model.
Colour ID and Diffuse for dDo
Render in 3DO.
This asset was a little trickier than Bantos Rod and more time consuming, I learnt alot on poly flow and how to approach more complex shapes. It also helped increase my knowledge of Quixel Suite compared to my attempt with Bantos Rod and hope it helps create better textures for future assets for Stargate: No Limits.
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