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Fallout 76 Inspired Interior Hero Asset (Dev)

Hello everyone,
Here are my progresses of my second year university project, based on Nemanja Dojkic’s Fallout 76 – Harm-a-ceutical Chemistry Bench concept. I’ll also be exploring different interior environment ideas to find the best setting for the asset.

The main hero asset for this project is the Harm-a-ceutical Chemistry Bench, which I plan to place in a secret science lab–style environment.

I would love and appreciate all the feedbacks from you along the way. 

(I come from a self-taught digital art background and am currently expanding my skills in 3D modeling and game art. I’m especially focused on improving my abilities in lighting, modeling, and VFX as I continue exploring different aspects of game art production.

You can view my work here: https://www.artstation.com/miinkiing)

★On going mood board                             

★Blocking out with simple shapes


★Figuring out joint connections and found that these sites are useful throughout this joints process.
https://www.bbzonline.shop/?ggcid=2756302
https://www.sciencedirect.com/science/article/pii/S221478532205307X


★Putting pieces all together and adding more details.

★Isolation the center part and carryon with the mini computer.



Putting the pieces all together. 

Its a fun process and I will carry out posting my references and interior looks later on. 
      ---------------------------------------------------------------------------------------

Continuing with my Modelling and adding more details. 

My current Blockout is still in LowPoly mode. I will be adding more details after I have settle down with the form and shapes.
I will be filling out my PureRef Board more. 

*** Still Exploring more on how the interior looks will be in the future.









★ WIP Texel Denisty!


★ Still in low poly mode Test Maya Arnold Rendered. (VERY DRAFT RENDERED!!)

In Progress
                      -Uv Arrangment*****
                      - Lighting***** 
                      - Texturing*****
                      - FX adding on *****
      ---------------------------------------------------------------------------------------- 
★ Interior/ Texturing/ Lighting (WIPS)                    

Here are my current WIPS for Interior/ Texture and lighting. 
Current interior is still empty I will be visualizing more for  unique looks with the references. 
I have put some of my thought process in each pics for progresses. 












 In Progress
                      - Scaling *****
                      - Lighting***** 
                      - Texturing*****
                      - FX adding on *****
  I will try to improve more and looking forward for more of the feedbacks! 

    ---------------------------------------------------------------------------------------- 

Replies

  • Eric Chadwick
    Wow this is a lot of info in a single post, looks like a professor asked you to post here, but they didn't provide any context for why or how to post here.

    Usually people start a topic when they start a project, then make periodic posts as they go along, so updates are incremental and feedback can be gathered. Posting everything all at once makes it difficult for people to provide feedback, and kind of defeats the purpose of posting on an art forum like Polycount.

    You could make your screenshots easier for viewers if you crop away all the extraneous formatting, and just focus on the assets. For example, you are posting this:


    ... instead it would be better to post a high-res screenshot (2k wide is fine) of just this, which would make it easier for people to assess your work and provide relevant feedback:

  • MiinKiing
    Thank you for your kind feedback. I’ll be switching to a new posting format going forward. More focus and short. 
    As part of my interior asset development, I’m focusing on trim sheets and modular workflows to build out the interior environment.

    ★ Interior assets breakdown. 
    Maya [Modelling]


    ★ Close-up of Ceiling and Stairs. 
    Maya [Modelling]


    ★ [Draft] Assemble all the pieces for the interior looks in Maya 

    ★ Room Modular Assets Breakdown

    ★ Room Trim Sheet
    Maya (Modelling) 
    Substance painter (Texturing)

    ★ Floor Trim Sheet
    Maya ( Modelling ) 
    Substance painter (Texturing)


    ★ Wall and Door assets 
    Substance painter (Texturing)
    -Added DNA textures to the wall screens to help tie the environment together and emphasize the lab’s experimental focus.



    ★ Unreal Look Dev Assembles. [Lighting]
    -I have broken down the symmetry looks to give it more interesting.
    -Will tone down the roughness of the wall and floor and see how it will looks.
    -Added DNA textures to the wall screens to help tie the environment together and emphasize the lab’s experimental focus. 

    ★ Unreal Look Dev Assembles. [Lighting]


    ★ Unreal Look Dev Assembles. [Lighting]
    -Overall looks through from the outside. 

    ★ Unreal Look Dev Assembles. [WIP]
    -Will tone down the roughness of the wall and floor and see how it will looks. 
    -Added DNA textures to the wall screens to help tie the environment together and emphasize the lab’s experimental focus.

    ★ Unreal Look Dev Assembles. [WIP]
    -Will tone down the roughness of the wall and floor and see how it will looks. 
    -Added DNA textures to the wall screens to help tie the environment together and emphasize the lab’s experimental focus.

    ★ Unreal Look Dev Assembles. [WIP]
    -Added DNA textures to the wall screens to help tie the environment together and emphasize the lab’s experimental focus.

    ★ Unreal Look Dev Assembles. [WIP]
    -Overall looks through from the outside.

    ★ Unreal Close Up. [WIP]
    -Will add liquid spills on the table. 
    -Will add different liquid colour. 
    -Will fix clippings. 


    ★ Unreal Close Up. [WIP]
    -Will add liquid spills on the table. 
    -Will add different liquid colour. 
       In Progress
                          - More Floor Asset added on *****
                          - Lighting***** 
                          - Texturing*****
                          - FX adding on *****
                           
                           Thank you for checking out my progress.
                           I really appreciate all the kind feedbacks. 
                           I will try to improve more and looking forward for more of the feedbacks! 
    ---------------------------------------------------------------------------------------------------------------------------
  • sacboi
    Offline / Send Message
    sacboi godlike master sticky
    Whoa! you've already put in a ton of work - very cool  :+1:

    Anyhow some critique which may be useful.  Firstly this scene wip, I think there's a lot of 'grimy rust' on what seems to be riveted boxed load bearing iron beams in between those concrete slabs and main roof supports, including that metal platform stairwell element as well so I'd expect to see discoloured rusty drips running down walls or at least a displaced flaky texture, especially where these objects intersect because water would often collect there. Secondly, might also point out an overall strong texture gradiant as well, softening what should otherwise be hard edged, kind've distracting and actually felt my eyes drawn to them rather than to your central hero prop.      
  • Fabi_G
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    Fabi_G veteran polycounter
    Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading.

    I would note that the of the shading of the hero asset in Unreal appears to be a bit more undefined/ smooth compared to the the Painter-screenshot, in which edges of the object look more tight/ defined. I would double check whether everything looks as intended, else you need to look into it (Normal map has correct handedness? Is setup and used correctly?). Here, you could find a benchmark asset to take notes from.

    General notes: 
    - I would straighten UV strips to minimize aliasing artifacts
    - If you’re not already doing so, you can use hard edges to control/ remove shading gradients from low poly. Remember to split UVs along hard edges (when baking a unique normal map). 
    - To ensure a mesh's shading is consistent across applications, triangulate it.

    Good luck with the project :+1:
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