3D MODELLING
This phase required a lot of work.
For my actual skills the easy way to make it was to use a scan ( done in kiri engine) and pratice a "retopo-flow" to obtain a believable block out, after that I proceeded in a typical way for hardsurface models: lots of references and modeling details in several successive steps
TEXTURING
This phase il quite easy, for good package I used the free plug in UV-Packer that help me to get a better result than the tool inside blender. All Uv's are packed in a single 4k UVMap.
The texture are made in illustrator where I used a reference and recreate che labeling for maximise the control and the desiderable resolution
All the model was baked in Substance Painter ad texturing whit basic layers and labeling
PBR MATERIAL
After modelling and texturing i create pbr material from the texture generated in Substance.
the flow it simple whit the free plugin Node Wrangler. I decided to use bump only flow to increase the render performance and beacause the model not have any benefit using displacement map.
I also rendered a 360 video and some stills whit a studio map for test the behavior whit eack light angles
ANIMATION
In the end I create a simple rig and animations to bring the model to life
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