Monday, February 19, 2024

[Modular Sci-Fi Corridor] Stage 3: UV Unwrap and Second Pass Lighting


RENDER 01

This week, I finished UV Unwrapping all the different assets, modeled the various cables that are strewn over the place, and did a second pass of the lighting that seems more in line with my primary reference. The atmosphere now seems less sterile and hospital like than it did last time, and I also managed to plug the gaps in the adjacent meshes where ambient lighting was pouring through.


RENDER 02

I'm running a little behind on my projected timeline. I neither managed to finish sculpting the plastic film parts of the mesh in ZBrush, nor did I start texturing. Regardless, I'm happy with where I ended up. 


RENDER 03

Things to consider for next week's submission/final environment pass:

  1. Increase subdivisions where faceting occurs in mesh
  2. Create a different version of SM_FloorTrim asset which will be in the side corridor, with a hollow that nestles the vertical, red-tinted pipes.
  3. Increase subdivisions for cables.
  4. Plastic Film texture sculpting both for SM_WallPanel and SM_DoorFrame.
  5. Holes in Mesh through Substance Painter.
  6. Modeling the Repair Toolkit.
  7. SM_Floor with Metal Plate Diamond Pattern.
  8. Above Open Door Frame Light with Emission
  9. Rebuilding Proxy Blockout with Lighting Pass
  10. Transparent Conical Meshes to get artificial god rays from lights. 
  11. Set up Maya Renders with similar light shots.
  12. Maya Renders for individual assets (AO, Wireframe)


REFERENCE

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