viernes, 23 de diciembre de 2022

The Gazebo Store - Floating wooden structure with scifi engine and legs

The Gazebo Store

Floating wooden structure with scifi engine and legs

After 2 years on the making, my model inspired by General Store, Gazebos and of course rockets is done. The reason it took so long is because it was difficult to plan and it was basically almost building along the way.

I had a general idea of the shape I was looking for, something that I could put into a sketch that I could understand and that I could move to the block state.

But the rest of the sketches were arriving on the fly, especially while I was moving forward with the highpoly that served as a guide for the general idea.

Highpoly was possibly the most creative area of the process, where pretty much everything it would be was defined.

The workflow in general was divided into 2 parts: the structure and the engine, both with their own complexity.

And there were elements that I knew would come, such as books and wine bottles, but they were never included in the initial part of the process.

The ship itself uses 10 PBR materials worked in Painter, each element was textured and then assembled in Blender, while the structure was mostly worked with seamless textures the engine had more unique textures per element.

Having the first versions of textures(Final wood texture was iterated 4 times), I started to implement the model in Unity to synchronize the possible final render and look and feel in the texturing process.

In Unity with URP pipeline I also started working on the possible final shots, at some point there were so many with different lights that it was difficult to navigate between them, so I developed a script that allows me to navigate between different cameras and setups. 

I still working on the script, but for now I can add different setups in one list that let me manage the POV of the camera, custom PP per camera, control the fog and select between a group of lights that is set in another list. 

The only peace with rigging is the leg and it is exported separately to the rest of the ship so I can multiply then in Unity, other engine elements are duplicated in Unity as well. 

At the moment it only has an animation of Idle in the air created in Blender3D and it is added in the timeline using each leg at a different time to give the feeling that they move randomly. 

The final model has about 485k tris and I'm not an expert on particles but it probably has more than it should. 

I hope you can enjoy this new piece and I am open for any questions about it. 

- Aender Lara