Saturday, 28 October 2017

Custom Substance Alphas

The way substance works is a lot of the detailing is done using 'alpha' brushes, which are used to either mask or show parts of the material being used.

For my crates I wanted to integrate the game logo seen in the supplied concepts, to bring the game branding into play.

As I don't have access to the development resources, I needed to create one from scratch.

As you can see from the layers panel in this screenshot, I have taken part of the crate logo, then traced each element of the logo in high resolution.


To make a circular version like the crates, I inverted the main logo and added a white circle to the background.


With these two alphas, I have the choice of which logo version to use.

And here's the alphas being used in Substance Painter.



Creating custom alphas is something that would be expected in industry.

Wednesday, 25 October 2017

UVing Crate 3

I created the UVs for this crate in Maya. I used Split UV and Move and Sew tools as well as manually manipulating the UV shells.

Using these tools I ensured there was an even detail spread with minimal distortion using a check pattern.


Efficiently layed out UV.


Friday, 20 October 2017

Modelling Crate 3

To create this crate I used Maya tools (Cut, bevel, Extrude, etc.)

Below is a progress blog of the creation.


I started concepting the frame, this one I felt was too alien for the setting.


I created a simple frame from a cube with edge loops, deleted the middle, then re-created the internal polygons.


I used the bevel tool on the outer edges to give the frame a more interesting and industrial look.


I was originally only going to have one large gas tank, but I feel the double tank design make it more interesting.


I added the centre section, and used the Extrude tool to create the rubberised corners.


Here is the final look of the object showing the sliding cover covering the status displays.

Sunday, 15 October 2017

UVing Crate 2

I created the UVs for this crate in Maya. I used Split UV and Move and Sew tools as well as manually manipulating the UV shells.

Using these tools I ensured there was an even detail spread with minimal distortion using a check pattern.


And I layed out the UV as efficiently as possible.


Tuesday, 10 October 2017

Modelling Crate 2

To model this crate I used Maya tools (Cut, Extrude, Bevel, etc.)

Below is a progress blog of the modelling process.


I started with a cube, then used the Cut tool to cut one of the corners off. I took a cylinder and deleted half of it so that I could weld it onto the corner of the cube. I used the cut tool to add in the extra edge loops at the top.


Early version of the dispenser tray.


Using the same technique as part one, I added more smaller cylinders to the other corners. I cut out an opening in the large corner by deleting faces. I added the ridges by creating edge loops, then extruding out.


Concepting for how it will open.


I added more ridges because it was looking a little plain. I scaled down the outer parts of the ridges to create a more interesting corrugated look.


Using the cut tool I shapes in the smaller cylinders which I then extruded inwards to make the detailing.


I added a large light to the front of the main cylinder.


I added more edge loops to the top and bottom and extruded to make an extra lip around the top. This makes the top more interesting and also gives it function, for protecting the surface from damage.


The final look of Crate 2.

Thursday, 5 October 2017

UVing Crate 1

I created the UVs for this crate in Maya. I used Split UV and Move and Sew tools as well as manually manipulating the UV shells.


Here you can see some bent UVs


I manually solved the issue.


By editing the UV points.



Nice even UV Check


Efficient layout.

Sunday, 1 October 2017

Modelling Crate 1

To model my first crate I used the standard Maya modelling toolset, including Bevel, Extrude, Cut, Bridge, etc.

Below is a process blog of how the object was created.


I started with a basic cube, which I bevelled and Scaled the edges to create the protective shell look I wanted.


I used the Cut tool to cut in some extra edge loops so I could use the Extrude tool to create the indent for the lid split. The cut tool was used to block out the teeth on the lid.


The Extrude tool was used again on the split going across the crate. The teeth have been shortened here as I was still deciding on the final size.


Using the Polygon Chip Off function, I split the crate into parts for the base and lid halves.


In these shots I am creating the internal parts of the crate with a negative Extrude.


The lines in the shot are guides so I can make sure the polygons are facing the correct direction.


This shot is from when I was deciding how the crate would open.


Some polygon reduction on the internal area.


Refining the lid teeth.


I created this overlap so that the locking mechanism would make sense. Previously the teeth just sat flush against each half, but now they have something to 'rest' on.


Showing new teeth on the crate.


Starting the modelled panel detail using the Extrude tool on flat areas of the crate.


Showing detail on full crate. The lid is symmetrical, so I only needed to change one half of the lid and duplicate it when I made changes.


More ideas for opening animation. At this point I decided if I was going for this kind of animation I would need to add hinges.


Hinge concepting.


I thought the hinge design was not too bad, but the sides were too thin for the industrial/military style crate I was going for.


So I thickened the hinge up and this was the final look.


Last look at the crate before final UV.