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Rache, KRUT Leva & Sunny Apartment
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Rache, KRUT Leva & Sunny Apartment

by IanLowZY on 2 Apr 2024 for Rookie Awards 2024

First & Second projects are a 3D Hard Surface weapons, Rache LP8 & KRUT Leva. The second project is a 3D game environment, concept by Zheng 大树.

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Rache LP8


First is a piece I did while I was in my 1 year at 3dsense media school. I decided to push myself with this initial piece by doing something complicated to get me out of my comfort zone.

This model is done with a subdiv workflow hence having beveled edges. 

Render Passes

Wireframe

KRUT Leva


I created this piece during my own free time. I really enjoy modelling hard surface things like buildings, vehicles and weapons. Since I enjoyed making the previous weapon, I went and make another one but this time to push my skills even further.

Optimisation & Baking


I really wanted to push myself with this piece and also decided to go with subdiv modelling once more, but I wanted it to be a game ready asset / weapon. With subdiv modelling and having the beveled edges, the entire piece would be up to 158k tris. For a game ready asset / weapon, it is a ridiculously high amount even if it was to be used in a First Person Shooter. As such I had to find a way to optimise this as much as I could.

With this plan to optimise in mind, I was left wondering how to go about it. The idea that came to me was, "Why not let the baking capture all the details?". As such I began trying out different baking methods and seeing the limits of which my model could could be optimised. 

I began testing to see how much normal maps could cover up and how sharp an edge could be before I could see any defects. My plan was to have 2 different sets of models, one which would be the low res with single edges throughout majority of the mesh and the other would have the subdivided edges. The subdivided edges mesh would be used as a base testing first before Smoothing it and using that higher density mesh to bake.

This testing allowed me to see & learn how much details could be caught and also the limits of which a low poly mesh could be before additional edges for curvature needed to be added.

After this back and forth battling with each piece of the entire weapon to see if baking defects would appear, I am pleased with the results of having gone from 158k tris to 46k tris. 3 times lower than what it initially started at and I couldn't have been happier. I'm going to use this knowledge in my future projects and work. 

Render Passes

As a little extra, I wanted to see how the weapon would look like in the First Person Perspective.

Game Environment - Sunny Apartment


I created this while I was in 3dsense media school under the guidance of my lecturer, Venny Lie. Under her guidance, I learned the workflow of creating a game environment. 

Concept by Zheng 大树.

The assets & props are made using Maya, some are exported into Zbrush to be given more details. Substance Painter was used to texture some specific models while others were textured with trimsheets. Once all are completed, they are brought into Unreal Engine 5 to be placed and recreated in the scene.

Render Passes

Close Ups

Trimsheets & Tileables 


With so many assets on the scene, I really needed a way to optimise the amount of textures and materials I have. With trimsheets, I used them to texture multiple things on scene, things such as wood with same or varying colours and metallic pieces.

Trimsheet & Tileables Textures

Thank you and hope you enjoyed the process of these works!


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