Friday, 19 January 2018

Texturing and Animation

The last part of the cosmetic side of these models is the texturing process, this was done in Substance Painter. I used this program to colour, texture and add further detail to my assets.





From the pictures above, these are my models after the texturing process of the creation of the assets. The look I wanted to go for with these models is very similar among all three assets, I wanted to keep them very similar and follow the same points and image and keep a consistent theme throughout, with the differences in the models being purely the geometry of the models that was established in the creation process.
The style I conceived with the models is a very weathered look to the models, I prefer assets to look used and torn up a little bit so this was what I aimed for with these models.

After this section of the model was complete and each of my three assets each contained the consistent style that I created, I moved on to the animation aspect of the process. For animation, I used Maya for this and to avoid the whole process of how I created the animation, I will go over what I did and why I did it.

The opening slots of my models are shown as below:





As shown above, these are where the crates open and close. These hatches are fairly small and I spoke about my design choices very early on in this process but I will reiterate it here, the reason that the hatches are small is because when the unit began, the designs were supposed to be based upon the original concept art from Firesprite however, as specified later on, this is an art test so the choices of design are really up to me, so with that in mind, I created small hatches and openings on my models and here are the animations:


https://sketchfab.com/models/e31977e57f6f4bacabc698e2396e772f

These are my finished models with their finished animations.

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