For this project my group and i decided to recreate the environment of Ajan Kloss from Star wars: Rise of Skywalker and Star wars: Battlefront 2. My Job in this project will be to make and texture some assets as well as building out and rendering the environment in unreal engine.
Assets
Box
Before starting in unreal i wanted to get started on makes some assets so i gathered some reference of the base on Ajan Kloss so i started building out a specific box that stuff could sit on. I modelled out the box and then took it into substance paint but when i brought it in i thought it was lacking detail so i went back to maya and added some detail. After i modelled some extra bits i took it into substance again and put on a smart material to add some wear and tear then i put a dirt layer over to make it look like it has been in a forest area. I then used a image of star wars UI as an alpha to make it more based in star wars.
Pole
This asset is a data pole that will be used throughout the base so it will be a nice and easy asset to reuse. To start with my modelling process i got some reference so i could arcuately model it. The model itself was quite simple as all i really needed to do was extrude out edges. The hardest part to model was the mesh at the top as i originally tried extrude a cube along a curve but it just didn't look good and was all out of proportion. After a quick UV unwrap i took the model into substance painter and just added different layers of imperfection on top of the initial texture.
Lights
This was another key asset that i wanted to get as it is also used throughout the base i used a cylinder as a base to start with the light i then added some loop holes and extruded them inward to make a more unique silhouette. Then i created the light by extruding a cube and then insetting a face to make where the light rests. In substance painter i added a worn metal material for the edge wear to make it look used and abused. I then put some dirt over it to make it look like it has been in a jungle environment. I then rendered out different textures with varying colour and dirt.
Comments