No Vacancy - Art Post

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Hello, since a few people showed interest, I'm putting together some posts on the art of our game, No Vacancy.

Today I'm going to talk about the prop modelling. For all our assets I used Blender and Substance Painter.

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These are the props that correspond to the "room" assets. As you can see, I used the model of the main character to make sure my proportions are always correct within the game setting.

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Here you see the wireframe. I tried to make them as low poly as possible but the round parts had to remain round...you can see on the cofee table for example, it's a lot more dense than the rest.

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This is how I packed the UVs. Most symmetrical objects and repeatable stuff, like the stair steps, for example were UV'd in the same place to save space. Also I used this trick I learned recently to see all UVs of all selected objects at once.

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This works best if you use Blender Internal and have the faces of all objects assigned to the same texture, or else not every object will show. It's a little annoying to use, but useful anyway.

All my props have a low res and "hi res" version. It's not like super sculpture in Zbrush hi-res, but it's enough to use a few features in substance Painter.

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The difference is not that great, but the important points are: 1. Add subdivision modifier/turbosmooth to make the normals soft. 2. Extra loops at hard edges while having smoothing on. 3. Add details that will not alter the silhoette that you could bake into a low res, like the buttons and detail in the armrests. 4. Separate every piece in a different object.

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After I've made a batch of props that I could UV into a single map with their respective hi res versions, the models are ready for texturing. I will show that on another post though, since this got a bit too long.