CG Sketchbook , notes and tutorials

Almighty window, realtime Architectural elements

This is a set of assets for realtime/VR for the project Almighty window by Rob Tuytel / Model Earth.

These were modelled, and sculpted, in Blender, textured in Substance (painter for most, Designer for the tileable sandstone blocks detail)  Rendered in Unity 5.

screenshot-2016-10-24-00-10-49

This was an interesting project for the level of detail of models, higher than usual because it’s for 1st person / VR, and in particular a game that will be mostly in confined interior spaces.

I’m a big fan of sculpting for architectural details, even when it’s just chipped edges and scratches, but it is time consuming and so procedural workflows is also something i will try to use more and more (i.e. the inner pillars at the sides of the door are sculpted, the outer ones have a tileable procedural texture, where even normal map is fully in substance)

I used spec-gloss pbr model becaus, while still trying to be pbr accurate, i like to have a bit of freedom vs. the metalness model forcing anything non-metallic to have same spec. level.I also made some simple custom shaders in shaderforge to be able to mix detail maps using : 1- a blend mode that doe not add saturation (mix or color dodge depending on cases) 2-adding spec-gloss texture for the detail too (to get nice and detailed spec on wood veneer)

screenshot-2016-10-24-00-10-10

In the images below : the 4 tall pillars are actually the same 2 : left has detail map of sandstone bricks, right has a simpler grainy concrete. The curtains were made by cloth sim in Blender, realtime model made simply by un-subdividing the detailed mesh 3-4 times (to under 1k tris each) + normal map.

In the last row : sculpt detail, hipoly full view (23 million polys between all sculpted pieces and still a workable scene) with material colors corresponding to Substance mat-id key map, and right picture shows lowpoly (material color correspond to texture sheets in unity) with uv view of one of the 4 sheets.

 

 

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