Today is the hand in date for my creative and technical model. I will be using this blog to hand it in.
I started my creative and technical model by researching Chinese buildings in heavily populated areas, as the environment that this building would be going into, is a near future, cyberpunk like scene. I thought that the heavily populated and industrial architecture of modern day china, mixed with futuristic parts would look great
These are the images i used for reference.
I also researched Chinese and Japanese signs, especially signs in downtown tokyo. As they have a futuristic feel at nighttime, with all of the neon lights and busy feel of the city.
I started by heavily copying from my reference material, mixing and matching parts from the images that I like, and this is what I ended up with. This is an ambient occlusion render of the low poly with a wireframe.
However, I had several problems with this early model. One of which was that for whatever reason, the high poly model would not bake correctly in substance painter. Another problem was the poly count, even though there inst much on this model, the poly count is 4500. Which is higher than preferred, as our absolute maximum per building was 5000 polys. Since I was running into these problems I decided to restart, which did not take to long to redo, as i reused the signs and the pillars.
The new building was looking quite similar to the old one. However, it is taller, the windows all have window frames which makes them look a lot nicer. I remade the door and the garage. The garage is simply a plain which I planned on adding normals too.
After Uv unwrapping the new building, I decided to try and add some normals in substance painter. So i started on the high poly model. Here the the Uvs for the main building body, pillars and signs, and the high poly model.
Here is a render of the low poly, with the high poly baked onto it, in substance painter.
After I baked the high poly onto the low poly, I took a look at substance share for a nice brick texture, and ended up finding the perfect one. I applied the brick texture along with the with a rust smart mask to the main body of the building. For the windows, pillars, garage and door I just used normal materials that substance provides. In my opinion, it looks pretty good.
I then moved onto the signs, after looking at my research, this is what i came up with.
Here is a render of the final building by itself, and the building in the final scene.