Thursday, 10 December 2015

Finishing the Triple A Asset

I've gotten my dumbbell into Unreal and built a little environment to help with lighting and to generally not have a single object on a slab of concrete-ish game floor.

I enjoyed positioning the dumbbell in Unreal and seeing how the light would interact.

I put another dumbbell into the scene as they are commonly bought and used in pairs.

Showing the lighting.

Weights, a bench and those rubbery inflated ball things. 


As well as screenshots showing the object in engine I bought the object into Quixel and textured it showing the topography of the model. 

UV layout.

Dumbbell model in Quixel showing topography. 

Overall the project went reasonably okay given my history of modelling projects going quickly awry. One of the problems I encountered later on with the model was getting the normal maps cover the model properly (which can bee seen in the screenshots) as well as some of the parts being slightly too small making the detail more pixelated then what I would have liked. 











Wednesday, 9 December 2015

Triple A Quixel and Unreal

Today I applied suitable textures to my model in Quixel Suite and begun setting up everything in Unreal for the final hand in tomorrow. It's not quite done yet as there're a few things that still need a bit of work but I should be able to happily meet the deadline.

Quixel model.

Small environment with pull-up bar and power rack. 

Dumbbell in engine.


Another shot of the dumbbell.

I still need to make a proper environment for the dumbbell and sort out a few of it's texturing issues but all in all it's going well. Should be dandy by tomorrow.






Tuesday, 8 December 2015

Triple A Mapping

After putting the low-poly and high-poly models into XNormal to get the texture maps I brought them into Photoshop to correct some errors and distortion in the mapping which would cause the materiel on the object to lie slightly off. After doing that I combined the maps for the separate pieces of the dumbbell.

Normal Map

Ambient Occlusion Map

Colour Map

Hopefully with these maps I should now people able to put the materials onto my object in Quixel and be well on my way to being finished.