Continued Modelling
This week I made some fixes to finished models and I made some smaller ones as they were needed soon for the project. I made two types of grass planes, two types of flower planes and a door model. I started with the door model as it was more urgent for the level designer to use it for building the cabin.
I first flattened then expanded a poly cube into a large rectangle. I made sure to import the Unreal mannequin and used it to get the correct size for the door. I then made multiple cuts to create 4 smaller rectangle face in the front. I extruded these faces inward to give some style to the door. I was using a reference image of a simple wooden door to give me an idea of how it should look. I also looked at a Tim Burton style door from the film Alice in Wonderland to help me style the door to our art style. This lead me to stretch the door from the top and angle it to the side. I then made a simple door lock and handle. Below is the reference I used and my model.
After UV mapping it I began texturing. I used a dark rough wood for the base material then used a mask to make the edges scratched. I made the door handle and lock a dull metal and painted on the key hole. Below is the final door in unreal.
After showing this to the group, it was suggested to me that I make a left door so the two could go together to make double doors. This was easy enough to do as I simply altered the first model so it was inverted. Below shows the two doors together.
Next I worked on making the grass for our project. I knew the best way to do this was to use 2D planes and apply the grass as a texture with a transparent background. So I found two png images of different types of grass to use as the textures and edited them in Photoshop so they did not have a background anymore. Next I exported them and a black and white version to use as an alpha map. In the Unreal project I took a 2D plane for each and applied them as two sided textures. Below shows the two grass types in Unreal.
Continuing from this, I repeated the process for two flower types. Below shows them in Unreal.
Finally this week I also went back and changed the textures on the rocks I made as it was pointed out to my in our weekly presentation that the edges looked strange having the white lines on them. So I went back into Substance painter and removed the mask I put onto the material. Below shows the new look of the rocks.
That is all I managed to do this week but I have just taken up a new model to complete which is the ghost character. I will start working on this next week as it is a very important one that will need to be rigged and animated.