Project Name: Shadows on the Aircraft
Published: May 2019
Duration: 3 weeks
Project Type: Personal
Applications:
Modelling/UV Mapping: Maya
Texturing: Substance Painter
Rendering/Lighting: Marmoset Toolbag
Description: For this project, I wanted to focus on environmental storytelling and create an extraterrestrial look, rather than a photo-realistic one.
Story:
“Whose room is this?”
We don’t need characters to be present in our scenes, in order to create a story. While I was preparing my mood-board for the sci-fi look, I made another mood-board for the user of this room. He is a mechanic who likes nostalgic and retro aspects. He gets a job in an intergalactic aircraft and now he has to live in it for the following 5 years. He brings a few posters, some games and his favorite antique chair with him in order to make this metal and cold room feel like home.
“What happened?”
During these 5 years on one of their missions, their aircraft was attacked by some extraterrestrial creatures. While he was in his room playing his games on his break, one of the creatures opens his door forcefully. Even his coffee is still hot!
Since he isn’t in the scene, we can assume that;
a)He is dead
b)He escaped from the other door
End of this open-ended story.
New methods:
*My old texturing workflow was texturing everything in Substance Painter and then adding additional details to the texture maps in Photoshop. While working on this project, I discovered that I can add any image to Substance Painter as texture, and then put that texture as a base color to a fill layer and finally scale and offset it. This made my workflow a lot faster and easier. I used this method for the posters, the floor, the screens, the signs and the outside view.
*After finishing modeling everything, My usual workflow was texturing every object one by one and put them into the scene for lighting. This time, I only base colored items to see if they work together so that I can change the textures easier and quicker. After deciding the final colors, I went back and put the details.
In order to make the leaves lower-poly, I used the cu”cut-out” transparency option of Marmoset Toolbag.
*In order to get the scary shadows, I modeled an un-textured, low-poly mutant shape and hide it behind the door. I only wanted to show as less creature as possible, to get a more scary look.
*I designed modular piece for the walls and went full-texture on the floor.
Final Renders:
Details:
Topology:
Texture Maps:
(Marmoset Viewer only renders 3 light sources from the original project. Furthermore, I had to save this Viewer with low texture quality because of ArtStation’s file size restrictions. I hope it still gives an idea about my texture work.)
Assets:
Mood Board (1 of 6):
The Idea Process:
The Lighting Process: