To begin creating my unique assets, I sculpted out the meshes in ZBrush so that I would have decent high poly meshes for baking. The sculpting process was a combination of using the ZModeller tool to create the hard surface details before going in with tools like the clay brush to add small details and imperfections. I knew that some models like the boiler were entirely unique and would only be placed once in the scene so I could be more free with the details I sculpted into it but for other assets like the locker or bench, I had to keep the added details to a minimum since they would be duplicated a lot throughout the scene. They would start to look very off if all the scratches and dents were in the same place in every model.
For added variation I created an additional cloth mesh that I would keep separate from the locker so that I could duplicate that sparingly to add to some lockers in the final scene. I felt that would create for a more interesting look overall than just having all lockers be plain faced. I considered making an additional locker mesh that look more broken and beaten up but I had to keep the timeframe I had for this project in mind and decided not to do it as it’d be over complicating things and would eat up too much time. Having just the cloth would be good enough.
With these meshes I exported them
out of ZBrush to retopologize and unwrap them in order to take them into
Substance for baking and texturing. With the tri count though, I had to
consider how much topology each mesh got considering they had to fill the room
and keep the level running at 60 fps but also that the player would be able to
walk right up to the vast majority of them.
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