Monday, March 2, 2015

Populating with more assets

I filled up the scene further this week with 2 more sets, one that I call the desktop set, basically the assets that are filling up the space on the desks and the hologram set, which is all the remainder of the assets with the screens or in other words assets that would utilize an emissive texture and and transparency.


First I built the 2 computer tower variations, further exploring the different types of metals I could make in substance by building up materials using masks and filters. Very minimal highpoly work was done for these assets, basically just the main shape for the tall tower to smooth out the corners, and all the remainder of the details waere done using nDo2. With my textures I wanted to add some sparkle into the white metal and roughness to the black metal to show a nice contrast between the two different metals. The plastic digital frame uses both sets, the plastic part is part of the desktop set and the glowing part is part of the hologram set, i tried to limit the hologram set mostly to anything that would require emissive or transparency as much as I could.




The final piece of the desktop set is the angel but statuette that can be seen in front of the main screen. For this I sculpted the highpoly in Zbrush, made a quick lowpoly in mesh lab (since the statuette was never going to be animated this was most efficient as the automatically optimized model saves a lot of time and still looks great, considering it is a pretty small object) I tried to give it a silver look by utilizing occlusion to create a mask that would darken any recessed areas.

 

Here is what the shader/ texture for the desktop set looks like:


For the hologram set I started by creating all the required normal map in nDo2 for the frame, computers and tablets. I then added the glowing elements in photoshop, and further experimented with metals for the large frame.




My next step is going to be to fill-up the scene further with the mess of books and cables, i still need to tweak these shaders some more but I think I can leave it until the polishing phase. For now I want to get the core work out there. 

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