Similarly to me reworking my pillar, I decided to take my time machine further. I decided to flesh out the internals and workings of my device and push my tri count closer to the limit given. I'm really pleased with my outcome for this version of my time machine. I took what worked from my previous model and applied it to this one whilst trying to retain my previous ideas and intentions. I wanted to add more "narrative" to my model through additional parts such as switches, buttons and straps. This could allow the player to see how the object may be used or how it all comes together.
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Substance render |
Ultimately I decided to scrap the snow based textures on the model as I felt it took more from the model than what it gave. I stuck with a more wear and damage based appearance. I also took advantage of the improved internals and played with a variety of materials to give a more varied and realistic look to each part. Substance allowed me to quickly and efficiently test out combinations and vary my normal maps by utilizing maps and layers.
Below is an image of my final render within Marmoset Toolbag 2.
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Toolbag render - 9990 tris |
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AO |
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Emissive |
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Albedo |
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Normal |
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Metallic/Roughness |
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