{"author_link":"\/users\/ja-viera","author_name":"Ja_viera","author_uid":"ja-viera","comments":[],"epoch":1534691508,"event":"LD42","format":"md","ldjam_node_id":117852,"likes":7,"metadata":{"p_key":"121190","p_author":"Ja_viera","p_authorkey":"1074879","p_urlkey":"337225","p_title":"No Vacancy - Art Post","p_cat":"LDJam ","p_event":"LD42","p_time":"1534691508","p_likes":"7","p_comments":"0","p_status":"WAYBACK","us_key":"1074879","us_name":"Ja_viera","us_username":"ja-viera","event_start":"1533859200","event_key":"73","event_name":"LD 42"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD42","removed_author":false},"_superparent":97793,"_trust":1,"author":74879,"body":"![artpost.png](\/\/\/raw\/f74\/21\/z\/1a444.png)\n\nHello, since a few people showed interest, I'm putting together some posts on the art of our game, [No Vacancy](https:\/\/ldjam.com\/events\/ludum-dare\/42\/no-vacancy).\n\nToday I'm going to talk about the prop modelling. For all our assets I used Blender and Substance Painter.\n\n![props.png](\/\/\/raw\/f74\/21\/z\/1a445.png)\n\nThese 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.\n\n![propswire.png](\/\/\/raw\/f74\/21\/z\/1a446.png)\n\nHere 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.\n\n![propsUVs.png](\/\/\/raw\/f74\/21\/z\/1a447.png)\n\nThis 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.\n\n![uvtrick.png](\/\/\/raw\/f74\/21\/z\/1a448.png) \n\nThis 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.\n\nAll 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.\n\n![lovshi.png](\/\/\/raw\/f74\/21\/z\/1a449.png)\n\nThe difference is not that great, but the important points are:\n1. Add subdivision modifier\/turbosmooth to make the normals soft. \n2. Extra loops at hard edges while having smoothing on.\n3. Add details that will not alter the silhoette that you could bake into a low res, like the buttons and detail in the armrests.\n4. Separate every piece in a different object.\n\n![hires.png](\/\/\/raw\/f74\/21\/z\/1a44a.png)\n\nAfter 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.\n\n\n","comments":1,"comments-timestamp":"2018-08-19T15:16:44Z","created":"2018-08-19T14:23:17Z","files":[],"files-timestamp":0,"id":117852,"love":7,"love-timestamp":"2018-08-19T20:06:05Z","meta":[],"modified":"2018-08-19T20:06:05Z","name":"No Vacancy - Art Post","node-timestamp":"2018-08-19T15:11:48Z","parent":111535,"parents":[1,5,9,97793,111535],"path":"\/events\/ludum-dare\/42\/no-vacancy\/no-vacancy-art-post","published":"2018-08-19T15:11:48Z","scope":"public","slug":"no-vacancy-art-post","subsubtype":"","subtype":"","type":"post","version":352496},"node_metadata":{"n_key":"117852","n_urlkey":"337225","n_parent":"111535","n_path":"\/events\/ludum-dare\/42\/no-vacancy\/no-vacancy-art-post","n_slug":"no-vacancy-art-post","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"74879","n_created":"1534688597","n_modified":"1534709165","n_version":"352496","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/42\/no-vacancy\/no-vacancy-art-post","text":"![artpost.png](\/\/\/raw\/f74\/21\/z\/1a444.png)\n\nHello, since a few people showed interest, I'm putting together some posts on the art of our game, [No Vacancy](https:\/\/ldjam.com\/events\/ludum-dare\/42\/no-vacancy).\n\nToday I'm going to talk about the prop modelling. For all our assets I used Blender and Substance Painter.\n\n![props.png](\/\/\/raw\/f74\/21\/z\/1a445.png)\n\nThese 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.\n\n![propswire.png](\/\/\/raw\/f74\/21\/z\/1a446.png)\n\nHere 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.\n\n![propsUVs.png](\/\/\/raw\/f74\/21\/z\/1a447.png)\n\nThis 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.\n\n![uvtrick.png](\/\/\/raw\/f74\/21\/z\/1a448.png) \n\nThis 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.\n\nAll 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.\n\n![lovshi.png](\/\/\/raw\/f74\/21\/z\/1a449.png)\n\nThe difference is not that great, but the important points are:\n1. Add subdivision modifier\/turbosmooth to make the normals soft. \n2. Extra loops at hard edges while having smoothing on.\n3. Add details that will not alter the silhoette that you could bake into a low res, like the buttons and detail in the armrests.\n4. Separate every piece in a different object.\n\n![hires.png](\/\/\/raw\/f74\/21\/z\/1a44a.png)\n\nAfter 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.\n\n\n","title":"No Vacancy - Art Post","wayback_source":[]}