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Control Console


 PROJECT SPECS

The control console is a prop asset created for a Borderlands mock art test. The goal is to match an established concept in a specified art style while also making a game-ready asset that fits within poly budget, utilizes high res to game res baking, and is efficiently textured with 1 PBR material.

Development Time - Approx. 50 hours

Triangle Count - Approx. 6,000

1 Material - ALB, NOR, DET, EMI maps


CONCEPT AND BREAKDOWN

Process

- Establish real-world scale with proxy meshes and human comparison

- Create initial working mesh to block out silhouette using instanced meshes in order to work on the asset in orthographic view, and compare another instance with the concept in perspective view

- Convert working mesh into game res asset through optimization, reaching under a 6k triangle budget

- Utilize crease sets and open sub div modifiers in 3DS Max to make high res out of working mesh

- Create additional flat-modeled pieces to provide normal and AO texture data for larger, uncommon details

- Control baking process through Marmoset Toolbag 3, combine and edit textures through Photoshop

- Set up material ID’s for texturing in Substance Painter

- Create ALB, ROU, MET, and EMI texture maps as well as add normal and AO details through stamps

- Display final rendered asset in Unreal Engine 4

RENDERS

TEXTURES

To create these textures, I utilized Marmoset Toolbag for baking, and set up the scene to have the game res console overlapping flat modeled high res pieces. Combining all of these bakes (approx. 10 bakes total) together in Photoshop produced these results.

The next step is to take the game res mesh, with 4 separate material ID’s to separate out the light and dark metals as well as colored metals and plastics, into Substance Painter for the albedo, metalness, roughness, and emissive maps.