Steam Station
I'd like to do something a little bit different from usual: when thinking to a Steampunk universe, I'd imagine zeppelins, robots and trains, but space stations are not so usual, so why not giving it a try? So I come out with this corridor with a lot of copper, bronze and gears.
ABOUT THE WORKFLOW:
All texture are hand painted, with a little bit of photo insertion for small details and color tuning. I'm trying to optimize texture, using tileable texture atlas and placing UVs of meshes where I need. I've used Zbrush for basic shapes and then experimenting some changes in my workflow using nDo2 and dDo, to generate normal first and then obtain some procedural maps to work with. It was a good exercise to learn some UDK after effects, too.
SPECS:
There are two main sets of textures 2048x2048 with diffuse, normal and specular. All the pieces are modeled in a modular way using these sets of texture, to optimize memory usage and performances. The doors LODs A are about 36k triangles and wall computer is 16k triangles.
ABOUT THE WORKFLOW:
All texture are hand painted, with a little bit of photo insertion for small details and color tuning. I'm trying to optimize texture, using tileable texture atlas and placing UVs of meshes where I need. I've used Zbrush for basic shapes and then experimenting some changes in my workflow using nDo2 and dDo, to generate normal first and then obtain some procedural maps to work with. It was a good exercise to learn some UDK after effects, too.
SPECS:
There are two main sets of textures 2048x2048 with diffuse, normal and specular. All the pieces are modeled in a modular way using these sets of texture, to optimize memory usage and performances. The doors LODs A are about 36k triangles and wall computer is 16k triangles.
A selection of modular pieces. Excess of triangles is done to be able to put a layer of paint in some point of the meshes via Vertex Paint.