Pile3
The third pile was to use the same method as the previous 2.
This time the area from the reference I had to try and replicate was the
clutter on the table, mainly consisting of a lot of bowls and trays that were
used for mixing paints.
Inside the unreal scene we already had a placeholder pile, which only consisted of plain cubes. However the tendrils that covered the room were traveling through and on top of this pile. This meant that I would have to grab both the tendrils and table from the unreal scene, so that I could arrange the assets with the tendrils in consideration. The tendrils rested on top of the pile quite high up, so this meant that I would have to bring this pile fairly high to meet them. I decided that the plane that I usually use underneath the assets would be essential, and this time it was the first step I did. I brought it to an elevation that almost met with the tendrils, and placed assets on top of this so that they would cover most of the plane, but give the illusion that there could be many more assets underneath. The assets I’d be using for this scene were mainly of those which I’d already modelled. However I made further variants of the bowels and trays as these would be abundant in this pile. I also gave half of these a separate colour ID. This would make it so that I could easily separate them into black and white assets when in substance painter, similar to those in the references. I also used some nCloth assets to fill gaps where the plane underneath was too visible.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6ykP9hhf4wsY2lRUUafQUmu-BatwFGH4Qsyy8H0vYJoz33Lvwn5kGabvzI7GMpC8n3ihPS3CMbJKmBpkAo-hbKKQJRuqS19TvYp0fnvjin8TVOq3TjQLoyBsY7-MF99SeroxcdaCg504/s640/3Pile.PNG)
Inside the unreal scene we already had a placeholder pile, which only consisted of plain cubes. However the tendrils that covered the room were traveling through and on top of this pile. This meant that I would have to grab both the tendrils and table from the unreal scene, so that I could arrange the assets with the tendrils in consideration. The tendrils rested on top of the pile quite high up, so this meant that I would have to bring this pile fairly high to meet them. I decided that the plane that I usually use underneath the assets would be essential, and this time it was the first step I did. I brought it to an elevation that almost met with the tendrils, and placed assets on top of this so that they would cover most of the plane, but give the illusion that there could be many more assets underneath. The assets I’d be using for this scene were mainly of those which I’d already modelled. However I made further variants of the bowels and trays as these would be abundant in this pile. I also gave half of these a separate colour ID. This would make it so that I could easily separate them into black and white assets when in substance painter, similar to those in the references. I also used some nCloth assets to fill gaps where the plane underneath was too visible.
I went through the same texturing process as the previous
piles, applying all of the materials, sticking on logos and giving the whole
overall asset wear, dust and paint. Most texture work was put into the bowels
and trays themselves. I needed to make them seem used, by putting layers upon
layers of paint on them, so that they gave the impression that paint had been
mixed in them over long periods of time. Old faded paint underneath, and more
vibrant paint with height at the surface.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUAJ2e8xK63SHV0y73kVWtg1xjRfqSWY1uqXPPP2czUDR94EyCX5mLo4128V2tyD_UeqHcPGj7gIZ08zANpFJAH9eSSlZqyNquRGHXNWvDOFKXp7XUAV3QrBbIwjn-y42UE07lrW9wbF8/s640/3Pile4.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUAJ2e8xK63SHV0y73kVWtg1xjRfqSWY1uqXPPP2czUDR94EyCX5mLo4128V2tyD_UeqHcPGj7gIZ08zANpFJAH9eSSlZqyNquRGHXNWvDOFKXp7XUAV3QrBbIwjn-y42UE07lrW9wbF8/s640/3Pile4.jpg)
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