I knew the wash basin was going to take some time to get right and unfortunately i was right, taking about 4 or 5 days to get right, including the tweaking and getting lighting right. It consisted of 3 components, the basin itself, the doors, and the wash facilities inside. I began with the low poly model of the cabinet and its innards and then baked a hi poly to it.
I added smaller details with ndo in photoshop, and used the normals and AO to start on the diffuse. The doors were pretty straightforward, but i had to tweak the brightness of the wood to get it consistent with the other wood in the level in udk, as it is being lit dynamically because it opens and closes.
The wash facilities inside are made of simple alphas, except the tap which is modelled. All the normals are done with ndo, except the chamfer on the box thing bottom left which i had to bake. In UDK, i had a bit of trouble with the lighting. The ligtmap seemed to undo the work of the normal map on the glossy white parts, and looked pretty horrific, but a combination of lightmap tweaking and washing out any errors/seams with a moveable pointlight seemed to do the trick. I generated a simple cubemap to make the metal all nice and chromey, but that will need to be redone later on. It's not perfect as it is, but I know i would spend way too much time tweaking it
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