ZAKRISSON, J. (2017). Mansion Hall. [Online Image] Available at: https://www.artstation.com/artwork/deoLe [07/06/2018].
I think his mansion environment is fantastic as it features so many varied assets that really help bring the scene to life. I particularly like the grandfather clock so I went about creating one for my scene.
Here's the model as seen in 3DS Max:
My grandfather clock asset. From left to right: the low poly, wireframe and high poly model.
For the clock face I reused the swirly decals that I had modelled for other assets like the fireplace and the sconce:
The high poly clock face.
I used material ID masks in Substance painter to help me quickly apply a metallic gold material onto the swirly details. In the images above notice that the details on the high poly models are all an orange colour. This was how I generated the material ID's for the texture.
You can see how the finished asset looks in my Unreal Engine scene below:
Currently I feel that some elements of the clock still need work. The clock hands seem far too dark and I can't see any ot the detail on them. I also feel that lighting my scene effectively will be crucial in getting comparable results to Joel Zakrisson, as he has used a complimentary blue light to add some contrast to his scene.
I think the asset is a success from a technical standpoint as it has a very low polycount and readable silhouette. In fact I probably could have gotten away with using more polygons if I wanted, as it is a hero asset that will only feature once in the environment.
I used this as test to see if I could create a high poly game ready asset. I intend to make several more assets of this quality to give myself a greater chance of employability by diversifying my portfolio.
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