Game Asset


Game Scene Presentation:



Game Scene Final:

So we have finally finished the Game Scene! It was a lot of fun and everything is finally in! So in total all of the models are:

  • A car
  • Mailbox
  • Trash Receptacle
  • Barrels
  • Gun High and Low LODS
  • 2 one-story buildings
  • 10 various props

Here are Steven's models:

Stevens Car
Stevens Mailbox, Trash Receptacle, and Barrels

Here are the models that I completed:
My Gun Low Poly

My Gun High Poly
Here are Zachs Models in Sketchfab:

Now that you guys have seen all of the completed models, I would like to talk about the process it took to get here. I had set out a schedule for myself to follow and my teammates did the same for themselves. Each week we made continuous progress on our models.

All of our models were created within Maya and were then taken into Substance Painter 2 to be baked and textured.

Personally I also created ColorIDs to make the texturing process a little bit easier.


Wireframes of my models

My job was to create the high and low LOD of the gun. I put a lot of work into the gun and it turned out pretty good in my opinion. One of the issues that I faced was making sure everything fit within my UV space but with enough time I got all the components into the correct space.

Some of the pieces on my gun were not quite as high resolution as I would like but I realized that they didn't need that much resolution due to how small they were. So they didn't need to have an incredible amount of detail just enough to get the point across.

Low Poly Maps
High Poly Maps

One other thing that I quickly learned was that creating assets in a team is completely different than working on a project personally. When it came down to turning everything in I realized we had to coordinate well with each other to get everything in the scene.

I was the one who imported everything into the scene so I had to coordinate with Steven and Zach to get their maps, models, etc. 

Here are some screenshots of our scene in Unity:




I decided to take on the task of decorating and bringing all of the pieces together in Unity. This was actually a fairly in depth process. 

I used the terrain editor to give the scene its foundation using mostly dirt and broken road as the ground textures. I actually took the textures into Substance Designer, so I could get the Normal, Albedo, and Roughness maps out of the image. 

I went ahead and added some dead trees and foliage to really emphasize the Fallout atmosphere. I also added in a sky box to add further immersion.

Lastly I added in a dust particle effect, some audio of wind in the background, and a wind zone to make the scene feel more alive. I felt that all of this really brought our scene together and added some life to it. 

Here is a video walkthrough of our scene: 



I really enjoyed working on this project and definitely enjoyed learning how to coordinate and work with my team well. Hope you guys enjoyed seeing the final product!

Game Scene Progress 6:

I have made some more progress on my gun. This week I really just got to focus on some texturing since I had taken care of UVing and Color IDing everything earlier it went pretty smoothly. I really enjoyed texturing the gun piece by piece because it really started to come to life during that time. 


As I said last week I wasn't completely happy with the resolution on everything when I laid it out. However, after doing the texturing process it wasn't as big of a deal as I thought it would be. A lot of the pieces that are lower resolution are smaller so it doesn't matter too much. 

One of the things that I changed on the high poly was that I changed the material of the trigger section which I thought added some nice variation to the gun. So I will probably go back and change that on my low poly as well. 


Something that made this process even smoother was I made smart materials and smart masks out of my low poly gun textures. This helped quite a bit because it gave me a base to work off of for my high poly. It also ensured that the textures between the low poly and the high poly are very similar. 


When I got done texturing everything I decided to do some renders within Substance Painter to really show off the gun and because I'm going to submit this for the Excellence in Computer Graphics Awards this year. 

I'm pretty pleased with how the gun turned out!


Game Scene Progress 5:

I made some more progress on my gun for our game scene. This week I got the high poly gun fully UVed and Color IDed. I wanted to start the texturing process for this gun but I recently got sick so I haven't had as much time as I would like to work on it. However, with the way I have scheduled my time out thus far I still have plenty of time to get it fully textured.


To start out with UVing the high poly model was much harder than I anticipated. I added many intricate details to the gun which made UVing take longer than I expected. UVing the pieces didn't give me too much trouble it was just time consuming. 


Something that helped this process is that I UVed the base gun earlier so I didn't have to re-UV everything at this stage. Although this did save me some time, I did have to go back to some already UVed pieces and re-UV them because I added different deformations, extrusions, etc. to the high poly model.

High Poly UV Map Layout

Above is my UV map layout which I'm not completely satisfied with because some of the pieces are lower resolution than I would like. I didn't really now how to fix this issue besides having less pieces on my gun so I could make them a higher resolution. 

Something to consider is that most of these pieces are small and don't need a ton of resolution to achieve the look I'm going for. They also won't have really intricate detail so it should be fine.

High Poly Color ID

I also prepped for texturing the gun by Color IDing it. This will help considerably in the texturing phase because I can use the Color ID mask within Substance Painter to texture multiple things at a time. 

I wish I could have got a little bit further than I did this week but I still have a good amount of time to get the high poly gun textured. Thankfully when I planned my schedule out, I made sure to leave some extra time. Within the next week I plan on getting the high poly gun fully textured. I think texturing the high poly gun is going to be a ton of fun!

Game Scene Progress 4:

I am continuing to make progress on my game scene. This week I decided to make some progress on texturing on my low poly Level of Detail model. 

Low Poly LOD Color ID

So before I took the model into substance I made sure to make a color ID for the model. I did this because it can make the texturing process easier and faster. It did help quite a bit as I was texturing, I didn't have to worry too much about painting onto things I didn't want to. 

Texture Map of the Low Poly LOD

The texturing process hasn't been too bad thus far. However, I don't know if I'm completely satisfied with the gun yet. An issue that I have run into during this process is that I feel the metal handle area may blend into each other too much and it makes it hard to see all of the details within the handle. I may not worry about it too much considering it will only be seen from far away distances. 

With that being said I'm pretty pleased with the low poly texture of the gun so far. I think I might go back and add some wood to the handle and foregrip to add some nice texture variety and to further accentuate those pieces. I also feel that if I add the wood in it will make it feel more like a shotgun.

New Decal Added to High Poly LOD

During this time I also added another decal to my high poly Level of Detail model. After adding this piece I am very close to the poly count limit. However, I'm really pleased with how my high poly has turned out thus far and I think this final piece really brings the whole thing together.

Low Poly LOD Currently

In this next upcoming week I plan on touching up the low poly model a bit, UVing my high poly fully, and start the texturing process for the high poly. I've been enjoying the process of making this gun so far and look forward to working on it more this week. 

Game Scene Progress 3:

So I have made some progress on my game scene project. This week I kept pretty close to my plan and worked on UVing my low poly model as well as trying to get most of my high poly model done.


The UVing process for my low poly actually took longer than I anticipated. The UVing wasn't too hard except for a few pieces being troublesome. But there were a lot of pieces that needed to be UVed so that took a good amount of time. 


One of the biggest things that took a lot of my time during this was trying to get all of the components of the low poly to fit in my 0 to 1 UV space nicely but eventually I got everything in. One of the reasons I UVed my low poly before moving onto my high poly gun, was that I was going to use my low poly as a base for my new high poly. So in anticipation of that I made sure to do that first, that way hopefully I don't have to Re-UV too much of my high poly.


As I mentioned earlier I also started working on my high poly. I almost have it pretty much done. I added a ton of different little decals to the high poly as well as changed the physical geometry of some of the different pieces. Constructing all of the pieces took quite a bit of time but I think it was worth it. All of the decals give the gun a lot of personality.

However my tri-count filled up quick as well. Fallout tends to due a lot of beveling on nearly all of their pieces to give it a worn down look, which ate up my tri-count fairly quickly. Currently I'm at 9,300 tris for my high poly, but I can definitely go through and clean some stuff up to lower the tri count a bit. 


In this next week I plan on UVing the high poly model of the gun and hopefully I can move on to texturing. I definitely feel like taking this into Substance and texturing it is really going to bring the gun to life and give it a lot of personality. I'm pretty pleased with my progress this week and look forward to working on it further.

Game Scene Progress 2:

In this last week I decided to work on my lower poly model for my gun. Initially I thought I was going to make my high poly gun first, but then I realized when I started modeling that it would probably be best to work on my lower poly first. I did this because it will provide a good base for my high poly and so I can make my high poly really look good. 


This is my low poly that I made. Modeling the low poly was actually more challenging than I anticipated and took me a fair amount of time. The handle section was a challenge to work on but eventually I got the hang of it and used the difference tool to make the holes in the stock of the gun. There isn't too much detail on this model because I wanted it to remain fairly low poly and it is only going to be viewed at far away distances.


I may touch a few things up on it but for the most part it is pretty much done. Right now my tri-count for this model is at 2,964 tris. This is pretty good considering my cap is 10,000 tris for the high poly. 


In the next upcoming week I plan on working on my high poly model for the gun. I think this is where the gun is really going to shine. I'll get to add in a lot of nice detail and depth into the gun. I suspect this will take me a decent chunk of time but I think it will be well worth it. I can't wait to see how the high poly turns out!

Game Scene Progress 1:

In this new assignment we were given the task to create a game scene with two other group members. The games we were given to choose from were, Heroes of the Storm, Fallout 4, and Ghost Recon Wildlands. My group and I decided to Fallout 4. The asset list that we were given is: 
  • A vehicle
  • A gun with two level of detail models (high and low)
  • Buildings (2 single story or 1 two story)
  • 1 trash receptacle, 1 mailbox, 2 barrels
  • 10 unique props
  • Terrain textures (cracked concrete, brick, dead foliage, rocks)
My group and I split the work up. So I will be making the gun and the terrain textures. Steven will be making the vehicle, trash receptacle, mailbox and barrels. Lastly Zach will be making the buildings and the props. 

I then gathered reference material for my section of the project. First I gathered reference for the gun as you can see below:


I decided that I want to make a laser rifle because they are pretty unique to Fallout 4 and I think I would really enjoy making it. I also decided to make the laser rifle because it captures a lot of what Fallout 4 is.

Then I gathered reference for my terrain textures, so I have a better idea of what kind of textures to make:



In this next upcoming week I plan on creating the high poly model for the gun and hopefully I'll get started making the lower poly as well. I want the gun to look as close to the game as I can get it, so I plan on spending a lot of time on it.

Modular SciFi Hallway

In this assignment we were asked to make a series of modular models for a SciFi environment.In the project we made a series of:
  • Walls
  • Turn Sections
  • Four Way Intersections
  • Roofs
  • Floors
  • Greebles for Kit Bashing and for baking detail onto our low poly models
  • Trims
Below are some of the concept art pieces that I used as reference throughout my scene. I wanted to go for a more ravaged and rustic SciFi feel similar to Deadspace.

URL for Image: http://vignette3.wikia.nocookie.net/deadspace/images/3/37/Concept-2.jpg/revision/latest?cb=20120605225853

URL for Image: http://www.kukiarts.com/images/scifi/scifi_1.png
During this project I learned a lot of new things especially the modular work flow. Making models as modular pieces, was very different from how I normally model. I made sure that all my pieces would snap to the grid and that they would flow with one another. Initially it was hard to get used to but eventually it became fairly simple.

Substance Screenshot
We were only allowed to use two 2048x2048 maps for this project, so I set up my UV maps accordingly and then exported two different sets of modular objects into Substance Painter. I did this so each of the sets would have their own 2k map and it made exporting the textures much easier as well. 
Albedo, Normal, Metal/Roughness, and Ambient Occlusion maps
for one of my texture sets
One of the biggest issues that I faced during this project was fitting all my modular pieces onto two 2k maps. I had to scale down some of my objects UVs quite a bit so I could fit everything which resulted in overall less resolution for my modular pieces. Although I still think they came out pretty well. 

One of the things that helped the overall process of making the models much quicker was utilizing Color IDs. Color ID sped up the texturing process immensely and allowed me to make quick changes to my textures. It does take some prep time but it's worth it. I regret not using it before and will definitely use it in the future. 

Birdseye view of the scene in Unity
Lastly, I chose to add in my lighting for the scene. I used point lights throughout the scene to give it an indoor lighting feel. The lighting helped me quite a bit in achieving the overall feel I wanted for the scene. I also added in reflection probes to make sure the metallic/roughness maps were being utilized within the scene. 

Overall, I learned a great deal about modular modeling during this project and could really see myself doing something like this in the future for a game. 

Here is a walkthrough of my SciFi hallway:





Tower for Mobile

In this assignment we were required to make a tower for a top down mobile game. Our Tri-count needed to be under 600 tris for our low poly. We also had to make a high poly to bake onto our low poly to add more detail. Lastly we textured it in Substance Painter and exported it into Unity.

We were given a set of towers to use as reference:


 I chose to do the crossbow tower with my own sort of twist on it by changing the base. At first I was concerned about the tri-count that we were given because I thought it would be a struggle to achieve any type of roundness in the tower with a low tri-count. Fortunately I used soften edges a lot throughout this project and it really helped achieve the feel of roundness in the tower.

Wire Frames of my high and low poly tower
The project overall went pretty smooth, but I ran into one issue that I had a lot of trouble with. In this assignment we were supposed to bake pretty much all of our maps into the object, not only to achieve a more stylized look but also to improve efficiency in engine. During this I had an issue of my normal map not coming out as much as I would have liked. 

Screenshot from Substance Painter
As you can see I didn't get a lot of the detail of the stones coming out of the tower as much as I would have liked. I tried messing with my level tools and adjusting different parts of my baked maps such as Curvature, World Space Position, Etc. but I couldn't find anything to really make the stones come out. The only solution I had that worked was actually putting the normal map in a separate map like usual but that wasn't the point of the assignment since it's supposed to be efficient for mobile.

Base Color, Curvature, Normal and Ambient Occlusion Maps
Another issue that I ran into was I initially had the arrowhead and spikes as an iron material but quickly realized that I had to change them in Unity because we weren't using PBR in this project. So the arrowhead and the spikes looked white in Unity because we didn't use metal/roughness maps. So I swapped those to a different material and it worked great. 

Screenshot from inside Unity
Here is my tower duplicated from inside Unity. As I said earlier the stones didn't come out as much as I would like but overall I think the tower came out really well. Also considering that the model is made for mobile users most likely wouldn't see the stones anyway. I think I managed to accomplish a more stylized and an overall nice looking tower which is what I was hoping for. 

Finally here is my overall product in Sketchfab. I was happy to see what I could achieve with a low tri-count and one 1024x1024 map!


Blacksmith Scene

In this assignment we were required to make a variety of assets from a blacksmith scene. Each asset required multiple steps to be fully complete. These steps included:
  •  Modeling a high and low poly object for each asset
  • UVing the low poly asset, 
  • Baking the high poly onto the low poly, 
  • Then texturing the assets in Substance Painter
  • Exporting all of our assets into a complete Unity scene
Here is the asset list:
  • Barrel
  • Stool
  • Bucket with Handle
  • Wagon Wheel
  • Anvil
  • Sword
  • Hammer
  • Horse Shoe
  • Brick Furnace/Forge
  • Covered Structure
  • Wood Stump
We were also given some concept art to reference:
Concept 1

Concept 2

Concept 3
Know with all that being said onto the blacksmith scene that I created. This assignment taught me an incredible amount not only about creating assets for games but also about the overall workflow for creating assets. 

Of course I ran into quite a few bumps along the way. I would like to go over some of them and explain how I found solutions to them. 

A bake of my low poly bucket


Initially baking was a really tough process for me. The first couple assets that I baked did not come out near how I wanted them to. One of the biggest issues I ran into here was that I was not matching the silhouette of my high poly as best as I could. I soon came to learn that being as close to the silhouette of your high poly is vital. If you don't match your silhouette well then baking will not go smoothly. Fortunately, after I learned this I matched my silhouette of my assets much better and it made for an overall smoother baking process.

We also had to create Level of Detail models for the forge asset which required three models that would be used in the scene a low poly, a medium poly, and a high poly. 

Low Poly Forge
Here is where I ran into my next issue, I decided to model my high poly with a lot of individual bricks. This turned out to be an issue in the UVing stage. 

I was baking my high poly onto my medium and my low. My low actually wasn't too bad due to the fact that it was mostly comprised of large cubes. But when I went to bake onto my medium which had many individual bricks, I had a lot of issues baking. This was due to me stacking UVs on top of each other during the baking process, so Substance would paint on the same UVs multiple times.

Ultimately I re-UVed the medium forge multiple times to try and solve this and eventually that worked well. 



High Poly Forge

Last I would like to touch on the texturing phase of the project. I actually enjoyed the texturing phase quite a bit. But I do wish I had spent some a bit more time on it than I did. There were some areas on my models that I wish I had cleaned up a bit more and added some more wear and tear to them.

I did this for quite a few models but unfortunately some of the small details I added to objects were not very noticeable in the unity scene because you aren't looking at objects quite as closely as you are in Substance. 

Here are some of the map I used frequently throughout the project:

Texture Map
Normal Map


Ambient Occlusion Map
But even with the issues I faced along the way, I came out with an overall product that I'm pretty pleased with.


Overall I think the project went pretty well considering it's my first time being introduced to the workflow/process. In the future I definitely want to manage my time a little bit better and spend some more time in the texturing phase. But I have definitely learned a great deal during this project and am excited to continue to master it and perfect it.



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