Drone development 2

Carrying on from my first development , I started to add more detail to some areas such as sensors on the arms, similar to the ones I was looking at on cars.

opensubdiv sensor.PNGHere is the high poly sensor which I put into the mesh. I originally came across a issue with proboolen which when I subtracted the cylinder, it would effect the topology of areas around the model making it to impractical to use. Fortunately, I tried using imprint instead, which is something I never really considered using but this allows you to imprint the shape into the mesh allowing it to be extruded inwards. Virtually giving you the same result but without the topology issue.making quads.PNGThen I had cut the topology to get quads proving to take some time due to the model already lines and extrusions that I had to cut over.

sensors hole.PNGHere is the result with it opensubdived.

shape added.PNGI then added these extra shapes into the back, giving it more detail as before it looked a little boring due to the lack of detail. This took a bit of time like the circle, due to cutting into the topology to make quads.

cleaning topology for low poly.PNGMy next step was to use the low poly parts I save to reassemble the drone and make a low poly version. Due to using proboolean I could not revert back to the older edit polys, which meant that I could not delete some layers that would make it lower poly. Fortunately, I save in iterations so I went back to a older iteration which I could then import into the current one. cleaner topology.PNGHere I just cleaned up the topology of the main body. Most polys removed were ones from the edges used for opensubdiv. unwrapping low pol drone.PNGunwrapped and attactched.PNGI attached the parts and packed them giving me the correct density.  One issue I have realised with packing is that it does not use the uvspace efficiently, so if done manually it can result in better quality for textures though this takes more time. When I unwrap certain objects and position them in a certain way I want, it gets reallocated to different positions when packed instead of staying within that group. However, Paul told me a technique which allows you to group them together, so that if you go to pack them they stay within that certain group. So, in theory I could group the antennas, vents and arms separately, then pack them with them staying together resulting in a cleaner and more efficient uv map. I have not tried this out yet so I do not know whether this method would work better than manually moving everything onto the uv space, but it is certainly something I am going to try out. Eitherway, it is clear to me that I need to work better on my uvs, as it is something that gets overlooked.

bake issues.PNGI then went to bake within painter but I had issues with shading.bake issues resolved.PNGIt took a few attempts back and forth between Painter and max but I resolved the issue. It was due to high poly pivot not aligning with the low, resulting in it only baking part of it. I zeroed off the high pol, but I still had to move it to fit into the low.

seam issue.PNGEarly on texturing, I came across a seam issue which I overlooked when unwrapping. I resolved the issue in Max, but I had to start again with texturing. This in turn made me lose time redoing what I had already done, which could have been avoided if I was more careful with checking seams and such. Clearly I need to spend more time being thorough checking seams during the unwrapping process, saving me time in the long run against situations like this one. textured.PNGI am now in the texture process experimenting with different looks and damage levels. I have the drone fairly dirty at the minute due to how long it has been neglected, but I may have one in pristine condition for a extra portfolio piece. I could have different texture representing different drones if I have more than one. I am also making sure to add texts and numbers to represent the drone, as well as the purpose with it saying maintenance on the vent.

From this asset it is clear that I need to spend more time in the uvmap stage. I would say it is one of my weakest areas in my 3d development and is one that can not be overlooked. In a similar area is unwrapping, such as the seam issue that could have been resolved if  I spent more time checking the seams.

 

Renders of the drone –

Drone 9_01.jpgDrone 5.jpg

Texture progress renders –

Drone t4.jpgDrone t3.jpg

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Drone development 1

After blogging my Autonomous drone blog,  I then started to work on the development of the drone. I created a few sketches in order to get an idea of the type of shapes I could go for, giving me an idea of the types of aesthetics that I feel like could go into my scene. Then I went into sensor locations with which would be the best and most practical place. These would allow the drone to be autonomous in its functions, using cameras, gyroscope sensors and such to gauge it’s level and area around it.

I also looked at some sensors on cars now, such as the ones on the Tesla’s which are working on being autonomous.

graphicshowi.jpg

 

This particular Google car uses circular sensors at the front that have ultra sonic sensors, along with radars and cameras.  This paired with software can map the area, movement and such. With my drone I plan to implement similar types of sensors which can be implemented around the drone, adding to the believably of the drone.

I also compiled some image on Pinterest for some inspiration which can be found here – https://www.pinterest.co.uk/sam137069/autonomous-robots/

 

Starting to model drone.PNGFor my original design I was going to use a cylinder to go around the outer area of the drone, then have the main body in the middle. Start of shape.PNG

I was also going to have the cameras and sensors at the top, where you can see the verts selected.using rectangal instead.PNGI decided to use a rectangular shape instead, over the cylindrical shape as it gave me more definition and a more interesting look over all. It also have me more opportunities to make it aerodynamic along with adding extra detail. improving shape.PNGI quickly found that having this area as the front, would be better than the back as it looks more aerodynamic and better than I previous had in the drawings. modelling vents.PNGI then started to model some vents on the front to start getting some detail to the shape. I also wanted to carry on working towards getting better at baking from high to low, so I decided this model would benefit from this process. So my plan was to opensub div the models so I could add panels which then could be put onto the low as normals. sensor.PNGI then added cameras to the front which will be covered by glass. using symmetry on the z axis.PNG One thing I have been experimenting more with is using symmetry.  I used it a lot in my work now, but I have not used it to much to create interesting shapes – or shapes I have planned which is how I would normally use it. I have found that that you can use it to merge shapes and create ones that you would not have normally created if you did not use it. Sometime this method can fail but is worth the try not the less.

On this screenshot, I used symmetry to give the drone symmetry on the z axis giving it an interesting symmetrical design.

adding panels.PNGThe drone had started to shape in its design, but details were still lacking looking rather bland overall. So, I started to add some panels to the sides, making it look like it has armoured panels providing protection for the drone. panels with opensub.PNGI used opensuddiv to smooth the panels, whilst also adding loops to give them definition. topology issue.PNG

I found I had a topology issue  which I tried to resolve, but I fortunately had a backup object I copied from early which I used. This set me back a bit as I had to add the loops back to create the panels, but I made sure that there was no topology issues as I went along again.

experimenting with pipe shapes.PNGI started to add pipes and used symmetry to create some interesting pipe designs.

Drone progress.PNGProgress of drone.

Creating indent for vent.PNGI then created a vent on the side arms by extruding the polys inwards.

Vents modelled.PNGI came across some shading issues which I resolved by moving the verts, making sure that they are level. Then I added vents using array to make sure they were consistent in distance.

The asset is taking longer than expected, but I want to make sure not to rush this process. I am at a stage where I could start unwrapping and call it here for detail but there is still more I want to add. I few wires, sensors and thrusters need adding which I do not want to overlook.  I also want to make sure not to add too much detail, as this could become overbearing and be too much, sometime less is more but it is a fine balance to fulfil.

Image reference –

Tesla sensor image – https://phys.org/news/2016-01-tesla-bulks-talent-car-future.html

 

 

 

Autonomous robot for fmp

 

I was browsing Sketchfab yesterday, when I came across a user called Iggy-design. A couple of their models are robots which seemed to be autonomous that have sensors and thrusters for flight. I really liked the design and thought it was visually interesting, inspiring me to start thinking about the robot that I will have in my scene.

Up to now, I have not really put too much thought into what my robot would look like. I knew it would be autonomous, moving through the ship performing some service such as – cleaning, repairing or building, but the design I had not considered.iggy robot.PNG

This robot by Iggy-Design seems to have flight capabilities, as well as sensors going around the device like a “Rear sensor nest” for autonomous capabilities. The robot seems to be aerodynamic for flight, whilst also looking nimble and small to manoeuvrable through areas with ease.iggy robot spider drone.PNG

Iggy also designed a spider drone mech which looks more militaristic than the last, which has guns attached to the front of the robot. The legs look like it allows it to be agile and possibly having the ability to walk onto walls and ceilings, through the nature of its anatomy. Both these designs have consistent design language through the textures, panels and recurring parts. For example, the cylindrical objects are on both seemingly acting as some kind of coolant or some integral part of the robot. If this was to go into a game, the player would quickly realise (if they had to destroy it) that this could be a weak part. Regardless of it purpose, having the same design language is crucial to the consistency of the design, especially if it is made by the same company. In turn, you could have multiple different companies that make robotics within the game/scene, each with their own unique purpose or ability.

This has now made me more aware of the design language I want to use for the robots. I am considering having different companies with different designs, but I think due to how small the scene is. They will not be enough room for different types of robots or even company design languages. Instead, I think focusing on one, then refining it so that if I do have a different type of robot. The viewer/player will notice similarities between the two, such as how Iggy has certain elements similar even if they do have different purposes.

Now I must decide what type of robot I want, along with its aesthetics and looks. Since the station has been abandoned for years, something would have had to keep it in reasonable shape from stopping it from falling onto the planet. So, I think a robot that has the capability to repair whilst also having good manoeuvrability would be crucial for the upkeep of the station.

 

References –

Drone 1 – https://sketchfab.com/models/8adf827b86b541488fa92c6d57ecfdf7

 

Drone 2 – https://sketchfab.com/models/847e3c33a0ec4a81bcf8c644406b84d0

Fmp development 3

For my Multi-doorway room, I needed to model another door to give the scene some more variation. Creating walls+floor.PNGThe layout of the room looks like this, with four doors going to be at each side. door frame.PNGI started by getting the dimensions and creating a simple frame for the door.Creating frame using cylidner.PNGI tried to create a unique shape but could not get it looking right with the frame I currently had. I  I wanted to get a shape in which curved and extruded along the edges that fit onto the wall, so I decided to create the shape again, but this time start with a cylinder. Simple frame.PNGLifting bottom areas.PNGI then deleted the back faces and scaled the back verts to create the shape.

top detail.PNGI used symmetry and added a panel to the top more detail, which I also wanted “Keep Clear” text on.  I also created a high poly frame which gives me more freedom to create detail, allowing me to bake down to low. making door.PNGProgress of the frame.

modelling shapes onto door.PNGI then started to model the panels onto the door. I had a general idea of how I wanted the panels to look, but creating them to go to the shapes I wanted proved difficult. This could have been resolved if I put my drawing onto a plane in max, then used a transparency layer on my door to trace over the panel shapes on the drawing.  This would have saved time, while also most likely creating better quality panels to the loops being more precise.

using symmetry to create the other side.PNGAfter creating some panels, I used symmetry to create the right door.door progress 2.PNGI also used opensubdiv which I planned to bake down onto a basic door. The issue with this however, is that if the player gets close it the door it will not look as good compared to if it was actually protruding, but to get these shapes it would be too high poly. One way around this could could be to design panels with shapes that require less polys, whilst going with the same style. adding lights to side.PNGI then added lights to the side of the doors,  illuminating the frame giving the player an indication of whether the door is locked or unlocked by using green and red. touch pads added.PNGLockpads was created to add security to the door, though in retrospect I think one would suffice, as two would seem to require two people to open the door. Good for a cooperative game, but for this case not so much.

I decided to bake within substance, but I had issues with shading on one side of the door. If you look at the bottom it has shaded that area, along with some panels looking darker than others. Increasing the baking distance resolved some errors, but still had issues with the bottom shading issue.

Creating cage for baking.PNG

I also used a cage and tried to bake it that way in substance whcih I have not done before, but that resulted in some areas not baking. I made sure the pivots where zeroed off, the cage overlapped using the push modifier, all whilst having the text on the low and high poly – _Low, _High too. In the end I decided to bake within max which did not have any issues, but baking in painter provides ambient occlusion and thickness  maps among others easier than in 3ds.

More baking issues.PNGUsing the cage resulted in it looking like this. adding scuffs to door.PNG

For the textures, I wanted the colours to look different from the steel grey colour pallet I was using for the previous areas. This not only makes it look more visually interesting, but signifies a change in area which could represent a better upkeep to the station or a more important section.decal added.PNG

Looking at other sci fi doors, I noticed some had warning symbols or hazard signs due to them being a hazard to the users. So I made sure to add a hazard decal which gives the user some warning that these doors are heavy, indicating to act with caution passing through. adding number to doors.PNGI also added 02 as a indicator to the section. I added some wear by adding a mask to the eraser, making sure it fit in with the rest of the doors worn down look. The other doors in the area will also have the section signs such as 01,03,04. I also may have written on the door, such “MedBay” or “Sleeping Quarters”. texture progress.PNGI added emmisve values to the lights and the keypad, but I need to change the lights with a green and red, as of now they are just white, whereas the keypad is green.

adding text to password.PNGI added normals for buttons and also added code text to the screen.

 

Door renders in Painter –

Door render 2.jpgDoor render 3.jpg

Torch Asset

For the Rabbit Heart project, Harry wanted me to make a torch for our main protagonist to use. The first thing I did was search for torches images and complied them onto Pinterest for inspiration, the link can be found here – https://www.pinterest.co.uk/sam137069/rabbit-heart-game/

To start I got the basic shape and dimensions. There were two types torches I liked the look of, one being a metal military tactical torch with a traditional torch look. While the other was a military torch that had a 90-degree angle which allows it to be clipped onto clothing.

312TR6J5WPL._SL500_AC_SS350_.jpg

 

I ended up going for the more traditional torch look like this one –

s-l225.jpg

Start of modelling torch.PNGEarly on I decided I wanted to create a high poly version of the torch, which I could then bake down to low.end detail grip.PNGI then started to model some of the end details of the torch.Torch progress.PNGI then used some simple cylinders to start planning where some other detail would go, along with bevelling the front of the torch.end detail.PNGI added this eyelet at the back, so it could be hung from various elements in the scene if need be so the protagonist could find it within the scene.proboolean to create screen hole.PNGI opensubdived the cylinder and extruded this area to create a panel, I then added screws as extra detail. This cylinder would be used as the switch which would be twisted to turn the torch on.Screw holes.PNGI then created screw holes. Due to it being opensubed I needed to make sure I was using quads so there were no issues with topology.Curves with open sub div.PNGI created loops and extruded inwards to create the cylindrical lines you see here.Grip improved.PNGFor the grip, I used a small box which I extruded some lines and opensubdived allowing me to create a highly detailed piece, which I could then array and instance across the area.torch screenshot.PNGHere is the highpoly version of the torch. I also kept the low poly and tried to be bake in 3ds max, but had shading issues as you can see here –normal resolution to low.PNGI bumped up the resolution but still had shading issues.4k issues.PNGSo, I went to 4k but there was still shading issues found mainly where the grip is.trying substance to bake.PNGI have not baked within painter before, but Paul suggested I try. The process is fairly simple. You go to bake texture, make sure your low is in the scene and that they are both zeroed off in max. Then select the high poly file, choose the resolution (I chose 2k) then click bake which you can see in Realtime. The process is very fast and seems to work better on painter then max, or at least in this case anyway.adding heat symbol.PNGAfter I baked in Painter, I started to add textures and decals, with this one being a heat warning symbol that I painted onto the front of the torch.seam issue.PNGI also have a seam texture issue, which I believe is caused from the texture using an edge detection and adding wear to this area. So, to resolve this I have moved the cylinder, so this is at the bottom out of site, or I could try and change the texture or its setting but in this case, it is fine.

Torch in Unreal –torch in Unreal.PNGunreal shot 2.PNG

 

Torch references –

Image 1 – https://www.amazon.com/Rothco-Gi-D-Anglehead-Flashlight/dp/B018MSSQ3Y

Image 2 – https://www.ebay.com/p/Smith-Wesson-Flashlights-Military-Police-MP12-Tactical-Flashlight/1634579450

Rabbit Heart rocks asset

Our scene setting is within a underground cave, so I have been thinking about how to create the walls around the scene. Creating rock wall.PNGAt first, I used a plane as a wall template so I could use it to put the rocks against. creating rock shapes with push and pull.PNGI used push and pull to create the rock shapes and I also used opensubdive to get a better, smoother shape.  However, this would have been to high poly to go around the whole entire scene. low poly high poly rocks.PNGI created a lower poly rock which does not look to different from the high. rock 2.PNGI created a separate rock to give the wall some variety.  Then by rotating the rocks I can get them to look different, even though there is only a few variations. Testing rock textures.PNGI then went into Painter to test some rock textures. making sure seams are not visible.PNGHere I made sure to hide the seams which would stick out if they were facing directly out towards the scene. Wall with rocks texture test.jpgI then did a quick render within substance to check the look of them.

More efficient wall.PNG

For the back wall I created a few variations which have polys pulled out and in, to make it look different and varied. testing rocks in Unreal.PNGI tested the rocks in Unreal which look okay, but they do not look fully right for the scene. I have asked a few people who said it could look better with a different style, or if it was made within zbrush. Connecting wall.PNGSo, I decided to just use the back wall and texture that as the main walls. Here I decided to attach the walls together, so they connect, then brake them up in the uv unwrap for better density. Seam issue.PNGI had a seam issue within painter which was resolved by using triplanar projection. Tri planar resolved seam issue.PNGdensity too low.PNGI found the density to be low and I thought it could be better if I used multi sub object and had them on separate uvs.  I did not know however, if this would create seam issue due to it being on separate uvs.  But by using triplanar projection again this made it seamless, even though they are on separate uvs.Newtest.PNGHere you can see the two wall areas multisubed. better density.PNGI then snapped the walls together to create a better, higher density texture.

It is the first time I have tried to create a rocky wall, so it has been a learning experience trying to figure out best way of creating it. By having it a modular it allows for a higher density and reusability but means that it is a bit more intensive, but it will be okay for this scene. Another way around this is to create the rock texture, then use texture coordinate in Unreal to bump up the density, but I used a substance share texture which only works within painter.

High res screenshot in Unreal

HighresScreenshot00010.png

Fmp development 2

Over the past day I have improved the lightmaps and some areas of the corridor, making refinements to areas such as the vents on the ceiling, were the top did not go high enough making the top visible braking the illusion that the vent goes to other areas. More depth to vent.PNGYou can see here that I just added a bit more depth to the vents.

vent depth.PNGIn unreal you see that you can’t see the top from this angle, if it was interactive a curve maybe needed as they would still be able to see the end, though, smoke could conceal this also.

I also developed the room which gives access to the second level by ladders, but also has a door which continues to the next corridor which would eventual lead to the botanical gardens. Unwrapping room.PNGI unwrapped the room, then attached objects together for better efficiency, such asthe ladder support. painting dirt.PNGI then started texturing, making sure to experiment with different textures. I also painted mud onto the steps of it, as some of the personals shoes would have been muddy from the gardens. The texture itself however was a bit abrupt in the scene, so I changed it to a darker colour.ladder support texture test.PNGHere is the support in the Unreal preview. changing support texture.PNGThis goes more with the colour palette of the surrounding objects in the scene. Lighting issues.PNG

I also encountered lighting issues which was coming from outside the room, I tried moving the walls but the lighting issue was still there. I found out it was because I did not attach the walls together, somehow leaving gaps for the light to get in. possibly because of this.PNGI deleted the top and sides of this to save polys, but this also caused lighting issues too so I cap polyed them.

issue resolved.PNGHere you can see the lighting issue resolved.

adding ground dirt smart mask for floor.PNGI then started to texture the other objects in the room, such as this floor which I added dirt masks to, making it look worn and muddy. testing texture.PNGI also got this texture from GameTexture.com which looked like it could fit in within the environment, but for this wall it would not look right. Room texture progress.PNGProgress of the room being textured. adding text to texture.PNGHere I added dust and text to the door wall, putting botanical gardens above giving some direction to the scene.

adding wear to the text.PNGI also used an eraser and a dirt brush to add some wear and tear to the text. adding lights to panels.PNGI tried using an emissive material for the panels but this did not look right in the scene. The area is too big and the colours are not consistent with the scene, so I decided to change the model and add pipes to the panel. Pipes in panel.PNGHere are the pipes I modelled for the panel, which should give it a more interesting lok than the lights it was previously. lights need changing.PNGYou can also see the roughness on the wall is to high, making it look distracting with the lights as it acts like a mirror.  Turned roughness down on wall.PNGadding above room.PNGI then added the above room so you could look up where the ladders are and still see that there are rooms above, giving the illusion that the station is bigger than it is. Light down ladders.PNG

This is where I added a point light down, so this should give an interesting light effect on the floor below but I have had trouble trying to get it looking good. The light is not strong enough to really show, so I may have to turn the intensity of the lights below down so I’ll have to try a few things with that. It is clear I still need more experience with lighting as I know I can get it looking a lot better. I will have to look at some tutorials on lighting and how to get light shafts.

Windowed Corridor

Windows chamfered.PNGI also started working on the second corridor which would lead down to the final room before the botanical gardens.  I want this area to have good atmospheric lighting from the sun piercing through the windows,  lighting up the corridor. New design for window corridor.PNGI had this design originally but it looked to much in Unreal and was distracting on the eyes. pipes added for depth.PNG

I added pipes behind it also for extra detail but for the location it was in it did not fit. It could possibly go in some engine room area so it could still be used. supports.PNGI started modelling a new module with a cleaner look in mind. smaller bars.PNGI added bottom bars which will protect the wires which will go behind it. wires.PNGI then modelled some wires which did not look to great, but was also inefficient so I thought use a texture may be better. vent.PNGAdded a vent at the top for steam to come out of for atmosphere. testing mesh in scene.PNGTesting it in Unreal it looked a lot better than the previous pipe module due to it being easier on the eyes. construcitng 2nd corridor.PNGI then textured it, giving it a worn down look which fits pretty well into the scene. More detailed needs to be added, such as lights to the ceiling and a new door at the end to keep things from getting to repetitive. polys visible on planet.PNGLooking out the window, I also noticed an issue in which you can see the polys of the planet as it transitions to dark. cast shadow resolved issue.PNGThis was resolved by turning off cast shadow.

Unreal Screenshot –

HighresScreenshot00001.png

I may reuse this module for the opposite way which will head to the bridge. I do not want to go any further towards the gardens now until the Bridge is completed. So, I need one more corridor going the opposite way and a in between room which will have four doors going to different areas, with the one going to the Bridge.

Fmp development

Whilst working on my corridor for my fmp, I noticed a few errors coming up on Unreal from overlapping uvs. Due to some corridor sections have a multis object and multi uvs, thought light maps would be generated for each of them objects but Unreal puts them all onto the same one. Meaning that all the uvs are placed onto one uv giving it the overlapping problem. This is one area I have not considered too much about and found it confusing at first to figure out, but there is a simple solution by going back into 3ds, selecting all the objects, then creating uvunwrap and putting it onto uv channel 2. I thought because it was a multi sub object with different uvs, all of them had to be unwrapped again and brought onto the second uv channel which is not the case. Unreal also can generate light maps which is what I was unwittingly doing before but has worse quality than manually making the lightmap in 3d software.

This is something I need to focus on from now on, as this can be crucial in creating good looking shadows on the object. There are still some things I need to learn with a light map, such as the most efficient way of creating one for certain objects, or by getting the most out of the uv space. Unreal engine has a lightmap document page which I have been reading through, which goes through examples and processes of creating them. The link can be found here https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/

 

Mech Development

Carrying on from the previous development, I added more detail to the mech, such as the hatch which I decided to put onto the back top, instead of the vent location I was going to go with previously.Back hatch.PNGBack hatch.

I then went onto unwrapping and attaching everything together. I split it up into three different material sections for three separate uv maps. Legs, arms and main body.texture density.PNGHere you can see the texture density of the uv maps.texture test.jpgI then went into photoshop and painted a texture onto a render, giving me an idea of how this colour would look as a texture. This is sometimes faster and more efficient then just going straight into creating a texture, though, Quixel and painter allow you to visuals colours very fast.testing different colours.PNGHere in painter, I quickly switched through a few colours to get a better idea of the colour I wanted. I went through blues, blacks, greys, sandy yellows and greens with them all being appropriate for this mech.gettin colour style.PNGI then went into Quixel, as I like the dynamic mask options it provides along with some weathering textures.red.PNGI went through a few more colours on here before finally settling for a militaristic green as my final choice.green.PNGI also added some rust masks to give it a more worn-down look, as this mech would have been left in the lab for years.painting sand before.PNGI then went to paint sand on the top areas of the mech, giving it an extra layer of detail. This is the before shot.sand after.PNGAfter shot.roughness map to dark.PNGI imported the texture into Unreal and came across the issue of it looking to wet. But the roughness maps seemed fine when it Quixel DDO. So, I first bumped the brightness up in Unreal on the roughness maps, which alleviated the issue, but still was a short-term solution to the problem. I researched the issue and it seems like the srgb setting need turning off on the roughness maps within Unreal, which did fix the issue.needed to turn srgb off.PNGSrgb off screenshot.adding normals in painter.PNGI then went into Substance Painter to quickly add some normal details. It is worth noting that Quixel have NDO for normal maps which I need to learn, which adds similar functionality.blending normals.PNGI then blended both normals in Unreal.

Here is what it looks like in Unreal –Mech Unreal1.PNGMech Unreal2.PNGMech Unreal3.PNG

3ds max render –mech render 5.jpgOverall this asset has gone fairly well. My developmental side could still use some more work with more drawings and such to aid my modelling, along with using photoshop to quickly get texture ideas. This was the first time I have used photoshop to paint over a render to get a texture concept however, after I was inspired by Scott Robertson who does the same technique. I still need to work on mine however, as I rushed this part to get to texturing, but if I spent more time in this stage I could get a better idea of where dirt could go, along with other decals and different styles of textures. With this in mind for future models, I can be more aware of this process and take my time with it more so than previous works such as this.