Pile2


To make the second pile, I would be using almost the exact same workflow as the first pile. Though the previous steps took me a long time to develop, as I was fairly inexperienced with Zbrush, ID maps and getting my head around the process as a whole. Now that I had done it once successfully, I believe that I should be able to do it at a much faster pace. I had also already modelled the bulk of the models that I would be using, with the ID colour materials already applied. I also had already created a selection of logos and alphas that could be used again and again. I found another reference of the Francis Bacon’s art studio, which this time, mainly consisted of stacks of paint buckets.



There were also a couple of assets that I hadn’t modelled yet such as the mugs or towel that were present in the reference. I was able to quickly model the mug, and to get a natural looking towel placement, I decided to use nCloth. I made a simple cube and floor, and then simulated another cube, with many divisions so that it would fall and droop from the first surface to the floor. After altering the settings a few times I was able to achieve a successful result.



Now that I had placed all of these assets successfully, I brought it into our unreal project to see how it would fit within the scene. It fit quite well next to the previously made pile, though I had to move and delete a couple of assets for it to perfectly fit. However, when I received feedback from the group they wanted a slightly different arrangement, that would instead have assets increase in elevation further to the left. This would be to help draw the eye towards the centrepiece of the room, and not into a random corner. I also was told that the cloth should look better draped onto the floor and not clumped up on top. With this feedback I set out to make these changes.


                            BEFORE                                                                     AFTER


After the placement, including the newly made assets were done, I was able to move onto creating the low poly. Which, same as the first time, had me going into Zbrush to dynamesh and decimate, and importing certain elements that would be destroyed in this process when back in Maya. Then I cleaned up the geometry and deleted unnecessary verts.


As I now had a couple of new assets, I went to collect more photographs that I could use for a base colour. I was then able to proceed with the texturing process, pretty much the same way I did with the first pile. Overall I was able to complete this pile much faster than the first one, and believe the same can be done with the next pile.


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