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Week 17 - Modelling and texturing

Updated: May 19, 2018

This week I have been modelling and texturing different assets, as well as creating some blueprints for the tape spools.


Here is the final tape machine in action:

To create this, I separated the different components and added them together in a blueprint. In the event graph, I added rotation to the spools as well as setting random initial rotation in the construction script:


This is the event graph:

I also created a scrolling tape material that moves along the U axis by simply panning a stretched roughness map at high speed.


I also finished modelling and texturing the docking hatch and the docking tube:






I used Blender to model the docking ring and Substance Painter to texture both objects. The orange tarp material is recycled from the one covering the windows on the cockpit above, for consistency. To give the effect of light at the top of the docking tube, I simply created a deferred decal that only affects the emissive colour deferred channel and used a linear gradient to add smoother falloff. While this is very cheap to use, I lose details such as shadows on the padded material.


I also finished texturing the periscope and the dashboard:




The dashboard:




I also finished texturing the control yokes using Substance Painter and set them up to be posable in engine. I achieved this by splitting it into different parts and combining them in a blueprint :



Next week I shall finish modelling and texturing the rest of the main assets, and start to prepare the scene for the cinematic.



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