After finishing setting up the blockout in unreal, I started planning my trim sheet. I used my Asset list I've created in the first week and divided my textures into trims, tile-able, unique, and hybrid textures. And then mark them up in my scene.
To build my trims, I first used photoshop 10x10 grid guide layout to divide them up, then export it into Maya, turn on the same 10x10 grid, and start building up each trim mesh on top of my reference image.
After I have the general blockout of my trim sheet mesh, I did some tests on my assets before polish them just to see how they will work on actually models. For example when I applied the wooden panel trim on my the outside part of my bar counter models, with the normal map it still looks quite flat so I know I need to extrude that part of the mesh to give it more shape later on.
Besides that, my task next week for the trim sheet will be bringing it to ZBrush and add more ornament details using alpha brush, and sculpt some wear and damages onto it.
A little preview of my work in progress trim sheet this week.
In the meantime I keep updating my timeline and to do list just to get organised.
For the next week, I'll keep polishing my trim sheet, after I finalise it I'll bake it properly and do more test on my other modular assets. In the meantime I'll do the ZBrush pass on my unique meshes, and after that start to optimise them into low-poly meshes, setup uv and bake them in Marmoset.
Again, thanks for reading my blog and feel free to let me know your opinions about my work so I can improve them in the future! See you next week!
You can also view more detailed update on my art station blog:
My Artstation: artstation.com/hsclaratan
Feel free to check it out on Artstation for more images! https://www.artstation.com/artwork/3dgz2Y
Original Concept art by Camille Peyrebere.