Animated Strategies – Texturing and final model for UE5 project

Some work on my 3D assets over the past few days, finishing up a final model of the chair and texturing my server and monitor assets:

 

I wanted the desk, server, op table and chair to have similar looks as they will all be metal. I am going to spend the beginning of this week checking the textures of my monitor and server assets in unreal engine, as I suspect that they will need updated in order to ensure that they pop against the textures of the walls and floor. I think the metal may still be a little too dark — I might make them a little browner and more in-keeping with some of the reference above.

Animated Strategies Week 6 – Studies Advice, Homework, working on Server and Computer assets, tests in UE5 etc.

Decided to pull both assets into the UE5 file to see how they looked. They seemed to show up fine in my wall and floor test file, however when I brought the assets into a fresh UE5 file I was getting errors:

I’m still not totally sure what is causing these issues, however other than fixing some UV’s Henry assured me that there wasn’t any issues that he could see. I think the problem may be coming from the fact that I have to bake the light! So hopefully we can call these done. I also added some cables to both assets:

I modelled the operating table and chemical vat assets:

One vat with lid, one without, so that we have the option of toppling them with the lid off and liquid pouring over the floor if we want to.

Reference 1

Reference 2

 

Chemical Vial, one with an eyeball, one without. I used this as some reference for the model:

Animation Strategies – Modelling Monitor Assets.

I liked this pass on the monitors more, so I decided to work on the more after this initial model.

I added more soft edges and generally cleaned up the initial models, and also added a mouse and keyboard.

I used this as reference for the keyboard and generally smoothing out the model.

I tried getting these assets into zBrush as they were, however there were a lot of Ngons. I tried to fix these and pull the asset back into unreal, but I was unsuccessful, so I decided to  model them again, along with the mouse and keyboard:

I felt that they were not looking as good as they could, and I wanted to try and push myself to create something better looking. I took the TV monitor assets into Zbrush to sculpt:

I actually really like how these look, I think they’re textured enough through the sculpt but still keep the sort of style we’re going for. The only issue with these, are that they’re very dense in polygons:

I don’t particularly enjoy the way these look baked, and therefore I am currently thinking about whether or not just to keep the original low-poly asset as is and texture, if I should bake the textures onto the low poly models, or if I should run with the high poly mesh as these will likely be a subject of focus in the cinematic.

I have also began modelling my server asset:

I’m actually pretty pleased with how this turned out; the next steps will be ensuring that all of my assets transfer flawlessly into UE engine (If they do not, I will need to check the topology and sure that they land in there fully functioning), UV unwrapping my server asset and table (the rest of these two assets are fully UV unwrapped), and texturing the assets. After this, I will need to see how the textures look in the environment with the floor and wall textures. All being well, I will be able to see the assets working together and will be closer to getting everything ready in UE5.