I am getting closer and closer to being done with the futuristic model pack. There are a good number of 3D assets that would be a great fit in a sci-fi game. A lot of work was put in the models and materials to insure that they can be useful in a large number of situations. Below some new shots of the test room and all the assets in action! If you want to see more check out the Gallery page. This test room is running at a capped 120 frames per second in the Unreal Engine. Click for bigger images. Whats next?Well. Cleanup and packaging mostly. All of the models have a second UV set for lightmaps, but I did them rather quickly since it kind of gets confusing to do two separate sets of UVs every time I make changes to the geometry. Now that I'm happy with everything it is time to go back and optimize the second set of UVs.
Here are some more shots!
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When making a model pack for use in games I think it is important to have a couple of test areas. Below is the room created to test all the sci-fi models. I cleaned things up considerably and redid all the lighting, optimizing lightmap density. In this room I can place and test all the models which in turn is a good way to see if everything fits together. Too often groupings of models seem like a hodgepodge. This helps prevent that. As always this is running real time in the Unreal Engine.
Progress on the creation of Sci-Fi models is chugging along nicely. Over the past few days I modeled a couple futuristic doors. Shown below! High poly models of the frames were baked on to low poly models to create the very smooth curves of the doors. These models took time but will be very versatile. The hardest part, which is generally the case, is making the normal maps. Creating color maps, while takes time, is relatively easy, so changing up the color would be a quick way to use the same doors in a variety of locations. I had fun with these! For the fat door I modeled a control panel and some wires, as seen below. This panel is a separate model that can be moved around and used just about anywhere. Also below is a shot of the neat chrome like reflection used on the skinny door. Models use PBR shading and emissive maps for glows.
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AuthorI am Jacob Lubinski. Archives
February 2021
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