The Main Task I was given was to do the 3D modeling for some of the assets of a Arcade. I made a Custom Bike Arcade Machine With Textures and Optimal Form.
These Models Includes the Walls, Bike Arcade Machine, Signs, and Lights. I was also tasked with Texturing and Putting the piece together in 3DS Max.
I was the main texturing lead on this assignment and it was my job to help coach people while using Substance Painter as well as how to import and apply these textures into 3DS Max. In this process of making the Arcade I Made custom textures for the models I made and others made by different members.
I also worked with our other members to build out a comprehensive scene in 3DS Max. This scene started out as a simple model blockout and evolved into applied FBX textures objects being layered and moved around in the scene.
This is the Original Blockout for the Arcade and the ground floor for what we ended up making in this assignment.
Coming Up with the Design and applying the Textures. The first thing I did was add all the textures of the different Assets into the Scene and add some copies to get a feel for where everything should go.
I built out the lighting in 3DS Max as well as moved around the final components to be knocked over or fallen, as well as added any more spider webs, debris, and other elements needed.
In the process of this group assignment I developed a understanding for leading and helping a team with texturing, modelling, polygon count optimization, and UV editing. This all game together to help me both realize my shortcomings but also how I can teach others what I know.
I Developed an Extensive knowledge of how others use Substance Painter to develop their assets as well as coaching them on the proper techniques and ways of baking, smart material development, and building your layers from the ground up.
I also understood 3DS Maxs rendering and development Pipeline more as I was responsible with the final FBX pulling, Texturing in the program, and adding the final details.