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Style Matrix: Project #1

 Apocalyptic Weapon

Name: Dominic Mathuse

 

P Number: P13197437

 

Email: dominic.mathuse@googlemail.com

This link kills spam

 

 

Project Title: Apocalyptic Weapon / Partly Stylised Prop

 

Overview: An apocalyptic weapon modelled and unwrapped in 3DS Max 2016 and then textured using Substance Painter following the PBR Workflow. Beauty shots taken in Marmoset. The model has a total tri-count of 7,756 and uses a 1024x1024 texture sheet with the following maps: Diffuse/Albedo, Roughness, Metallic, Ambient Occlusion, Normal and Emissive.

 

Research/Design: We had been provided with a rough concept and were only asked to change it slightly. Since the supplied concept only included a side view I did additional visual research and compiled my findings as a pinterest board, which can be found here. I then used my research to complete the concept and add my own two cents to make the design work.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Viewer:

 

Sketchfab (Several options available using the 'Rendering Optioins' button in the bottom right corner)

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Blank Space

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Unwraps:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Textures (Click on Image to enlarge):

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Beauty Shots:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Conclusion: The project had its up and downs. I had struggles at the beginning to modify the design and jumped straight into modelling after my initial concept, however was soon given feedback to give a bit more thought to the design and adjusted my model accordingly, thinking more about how different parts of the weapon were attached and adding bolts as well as some tape and cable ties. The texturing process was different, since this was the first time I used substance painter. Being able to see your textures as you were creating them helped a lot and I could see a lot of improvement in my textures from previous projects, however I did have to go back into my unwrap and change it after my initial texturing attempt, since I noticed that parts which I wanted to have details on were simply too small.

 

Right towards the end of the project I also encountered a problem with the flashlight, since I was originally going to texture the front of the flashlight with an actual flashlight texture, however I wasn't able to source a texture (i.e. I didn't have a flashlight availalbe to take a picture of) and hand-painted attempts didn't work out the way I wanted to either, so in the end I ran out of time and instead decided to have the flashlight textured as if it was turned on, which I achieved by using an emissive texture. This meant however, that quite a big chunk of texture space was wasted, since all the intended detail that I wanted to put into that part of the texture were now just a big white circle.

 

There is still some blurry places within my texture, however overall I think I have improved a lot from my previous models and I definitely feel as if I've learned a lot more about texturing and I feel confident in using Substance Painter as well now.

 

More about this project (including feedback and my reflection upon it) can be found in the following blog posts:

Y3 Week 1: A New Beginning!

Y3 Week 2: Catching Up

Y3 Week 3: Project Finished!

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