Easel



I did not create the easel from scratch, as another group member had started it and had to divert their efforts onto lighting the scene instead. I was left with a mesh and substance painter file, however a large amount of it had to be reworked. A lot of the measurements and proportions of the model were incorrect, and I set out to correct this. I was provided the correct measurements from another group member, in which they had measured and collected references first hand. The adjustments included lengthening certain areas, making some beams thinner and others thicker. The model itself had a tri count of over 4,000. I was able to bring it down to 2,000 tris by deleting unnecessary bevels and surfaces that were lost inside the model itself. Doing this would mean I would also have to completely redo the UV’s. I was able to pack them in a way that all beams were going the same direction, so this would mean when applying a wood texture the wood grain would always lead in the right direction automatically. I was also able to stack many of the shells so that 2 instances of the same texture would not be seen from any angle of the model. This allowed me to bring the texture size to 1k, keeping our texel density at 10.24.



Given the new UV’s, most of the work in Substance had to be redone. Though I was able to salvage the tiling grunges and paint drips that were used on the older version of the model. After masking out the metal and wooden parts of the model, I could then move onto the specific parts areas of the model. I needed more damages and paint at the lower ends of the model (aswell as areas most interacted with), and less as it got higher. I also added an overall darkness gradient that worked nicely.


Comments

Popular posts from this blog

Manhole Cover