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HSE200 - Assessment 02: Ruin Kit

HSE200 - Assessment 02: Ruin Kit
Julia Parkinson #A00053091
For the Assessment, we were instructed to build a basic low poly three piece model of a ruin kit using the programs Houdini, Substance Designer and UE5. 
1. References:
For references that I would use to build the stone textures for the ruin walls, I mainly used the ideas of Timo Ehrenfellner. The wooden planks would feel crooked and worn down to match with the texture as the stone to give the wall an ancient, medieval look. While the newer look for the other texture for the wall, I would want to give the stone a little bit of shine to give a newly constructed feel for the wall. 
2. Modeling:
For the original model I have used a different method to create the first wall, which was using transforms to move the planks into the correct sides of the wall. 
The lines were created through a cube, using a matchsize and transform node before matching them together using a mirror node.
The top plank was created using the same method as before, but using another transform to thicken out the top so that it would match the bottom plank. 
The plank in between the model was originally created by moving a transform into the position that I want it to be on the wall so that it would match the scope sheet correctly.
However as an alternative, I have recreate the model by connecting matchsizes to the boxes on the model before having to merge them to create the wall effect. 
3. UVing model
Model Uv through unwrap and layout. 
Once the MAKE model was complete, I created a new geometry to export the low and high poly of the wood and stone uvs. Before having to duplicate the geometry into 'BAKE' files, to export into Substance Painter. 
However before baking the model successfully into substance painter, I had to group the divide into the correct texture group so that the ID and normals would be viewed through painter when baking. 
4. Baking into Substance Painter: 
Low poly Bake - Position
Low Poly Bake - ID
Low Poly Bake - Normal
Ambient Occlusion - White mask
Ambient Occlusion - Black mask - dusting effect for the wall.
5. Substance Designer - Rock Textures
Through Substance Designer I was able to create the brick wall, through the help of the class tutorial. I wanted to have my own idea of what the old bricks would look like, in a medieval fantasy game, hens why I have create the texture to have a purple-pinkish colour.
The 'cement' in between the bricks is also dark purple and very liquidly and moist to have a mystery that something could be lurking in between the bricks, which was also why I have added an extra spattered colour of bright purple on the stones.
6. Export model and textures into UE5
back of wall model in UE5
front of wall model in UE5
The dusting on the wall through the Ambient Occlusion, was shaded to be a white purple to match with the purple texture from the wall. 
top of wall model in UE5
left side of the wall model in UE5
right side of the wall model in UE5
HSE200 - Assessment 02: Ruin Kit
Published:

HSE200 - Assessment 02: Ruin Kit

Published: