Radiator2


Before moving onto the third pile, we had received feedback multiple times on the project, which called out our placeholder second radiator. This was deemed a higher priority than the third pile, so I instead worked on this new radiator.



I started by modelling in Maya. It was a fairly basic shaped radiator, the main challenge was with the groves that dipped into the radiator. I thought they were too deep to simply by added by height information in substance. Instead, after making the groves the harder part was arranging the edges so that I kept everything as quads, aswell as dropped the poly count, as the geometry got further out from the grooves. I was able to eventually do this, and this would help me when laying out the UV’s.



When it came to the UV stage, I was able to create seams and divide up the UV shells nicely. I was again able to achieve the 10.24 texel density with some stacked shells, primarily in the legs of the radiator. I could also drop the size and texel density of the back face, as it would hardly be seen when placed in our scene.

The texturing for this radiator was drastically different to that of the previous radiator I had made. This one had a newer and more plastic look, and looked to be recently added to the room, given the scarce amount of paint, dust and damages compared to the rest of the room. I still however added some paint, of which I followed the references very carefully. I also added an overall layer of red dust to the radiator, so that it did not look too out of place in the room, and draw the eye away from everything else, that fit very naturally together.

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