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Modeling a bunch of VHS & Music Player props

Asim7
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Asim7 polycounter lvl 10
I need to make something like this for a interior room in Unreal Engine 5.
A bunch of different CD, VHS players. Around 4-8 different ones.
They are not major props but not minor either, something in between for a first person view so you can get decently close up.

What would be the best way to do this? How could I utilize a trim sheet for this, preferably one that lets me change colors in engine of different stuff. Like a trim sheet that only uses the normal and AO info but no color info, color being run via the shader and maybe ID map?

Or is is better to just have unique textures for each?
I'm confused how to best approach this as one would do in an actual AAA FPS game


Thank you

Replies

  • Fabi_G
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    Fabi_G high dynamic range
    Hi! Perhaps create an atlas of the front/ controls and planar project UVs. Extruded geometry used to detail closeup meshes could be mapped to some generic texture patches and removed for distance meshes. There was this thread recently, illustrating this on a flare gun handle.
  • okidoki
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    okidoki greentooth
    If you look at some models from some 3D model market place.. then you can see there are some very convincing ones with mostly only the nobs modeled as real geommetry and the rest is only "some simple boxes" if you choose that style which is mostly rectangular (or have only simple beveled/chamfered edges) then you can even use less  polygons... so simple do not choose some avangardistic dedigns :wink:

    Also if not using total cuboids for buttons (slighly smaller front) then the front projected texture also "textures" the sides like so (right button extremely scaled for presentational purpose):





  • Asim7
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    Asim7 polycounter lvl 10
    Fabi_G said:
    Hi! Perhaps create an atlas of the front/ controls and planar project UVs. Extruded geometry used to detail closeup meshes could be mapped to some generic texture patches and removed for distance meshes. There was this thread recently, illustrating this on a flare gun handle.
    I tried making a test trim sheet earlier, it seems to work okay with a few floating polygons for the trim details. Very low poly.
    However it only has AO, Cavity and Normal map data. So I assume it's not good, since I can't change the colors or text of the buttons etc?

    But if I do a trim sheet with already textured buttons, numbers, letters etc then I can't really change it on the fly in engine?
  • Asim7
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    Asim7 polycounter lvl 10
    okidoki said:
    If you look at some models from some 3D model market place.. then you can see there are some very convincing ones with mostly only the nobs modeled as real geommetry and the rest is only "some simple boxes" if you choose that style which is mostly rectangular (or have only simple beveled/chamfered edges) then you can even use less  polygons... so simple do not choose some avangardistic dedigns :wink:

    Also if not using total cuboids for buttons (slighly smaller front) then the front projected texture also "textures" the sides like so (right button extremely scaled for presentational purpose):
    The problem is if you get up close, it would be low resolution? Unless I used like a 2k or 4k map, but if I have 10 VHS players then i'd need a lot of 2k or 4k textures to hold up when the camera is close.

    That is why I was thinking having

    UV1: A generic plastic tilable texture for the VHS, so I can just scale it and be crisp HD
    UV2: Have a trim sheet with the normal map, AO, Cavity of the different buttons 
    My problem is, now it works but it's all fully plastic from the tilable texture and I can't add text or change color of stuff. I assume if I had a ID map it would solve it but I might be overcomplicating this?
  • Fabi_G
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    Fabi_G high dynamic range
    How close do you get and what level of interaction is neccessary? Work or personal/ portfolio?

    I would start simple: Composite an albedo from photo references of the modules needed, with all buttons and texts. Check in engine at desired distances, adjust, perhaps split up set to achieve neccessary resolution, then create matching height/normal and other maps.
  • okidoki
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    okidoki greentooth
    Okay for several devices some modularization in geometry and texture (trims) would be more fitting. And then there is somethign like this:  TUTORIAL - Substance Designer Modeling - HiFi System..
  • Asim7
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    Asim7 polycounter lvl 10
    Fabi_G said:
    How close do you get and what level of interaction is neccessary? Work or personal/ portfolio?

    I would start simple: Composite an albedo from photo references of the modules needed, with all buttons and texts. Check in engine at desired distances, adjust, perhaps split up set to achieve neccessary resolution, then create matching height/normal and other maps.
    You can get pretty close, eye level and a few inches from it in engine.
    It's for my own portfolio but targeteted at AAA game studios, so trying to match their quality and workflow as close as I can.

    Do you mean composite an albedo trim sheet? Would do you for example 1 blank button and then an alpha plane to place text, numbers, symbols? Or would you make each button on the trim sheet unique with it already having the text or color of the button?
  • Asim7
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    Asim7 polycounter lvl 10
    okidoki said:
    Okay for several devices some modularization in geometry and texture (trims) would be more fitting. And then there is somethign like this:  TUTORIAL - Substance Designer Modeling - HiFi System..
    Oh wow, that looks amazing haha. I might give that a try, although most of the knobs and such I'll model out.
    Though i'm still wondering a bit, if I do a trim sheet like this. It's great for all the buttons, screens, vents and such but 80% of the mesh will still just be a basic plastic. I'd need to combine it with a tilable texture somehow, no?
  • okidoki
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    okidoki greentooth
    I just stumpled upon this.. 

    https://sketchfab.com/3d-models/hifi-line-b3fd13f01f7440b1918917833a76ef79

    ..while looking for something totally different. Just to compare what may be suitable..
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