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Telephone Booth
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Telephone Booth

by riri on 28 Aug 2023

I while ago I have started to create another game ready asset in order to better understand the process. 

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Update - 4 Dec 2023

Final Render

Substance Painter Renders

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Update - 28 Aug 2023

This is a short description of my workflow in creating a phone booth using the game asset creation process.

First step: Collecting references.

I started with searching for various phone booths models from around the wrold. In the end I have decided over one model for the cabin (an american phone botth from the late 1950s) and choosen different phone and objects from other references that would match with my model. I will create the textures reference board before adding everything into Substance Painter.

Creating the Proxy/Blockout

Using the reference images, I started to model the cabin and the phone as close as possible to their real forms. Once I was pleased with the form, I used Human Generator 3D plugin to place a 1.8m human for size reference. 

Creating the High Poly model

Starting from the proxy, I began to create the high poly objects one by one and adding all the details. For the phone, I combiened parts from different references to create a look that is estetically pleasing and balanced. For the book I used multiple curved planes and array modifier to create the stacked papper sheets. 

Low Poly 

Using a copy of the high poly models, I started to remove most of the edge loops, get rid of the caps where not visibile and triangulate where needed. Initial low poly count was at ~5600 tris. However, I added more geometry during the bake process considering I had no restrictions. Ended up with ~7000 tris. After I was pleased with the low poly, I started working on the UVs. I used Blender for this, along with some plugins like UV Squares and UVPackmaster2. 

Marmoset Toolbag 4: Bake Process 

Once both, low and high poly models were ready, I started to the bake process in Marmoset Toolbag 4. In order to obtain better results I adjusted the low poly meshes to match as best as possible with the high poly model. I adjusted the skew and cage where necessary.  

Material IDs 

I will useed the vertex color paint in Blender to set different colors for the high poly objects. This will colorize the specific geometry on the UV map and later on, in Substance Painter, will help to bake the Material ID map and assign textures more efficiently. 

Since I had the model split in two parts, the case and interior, I had to set up two Substance Painter scenes.