Time machine project
I started the time machine project with a couple ideas and sketched them into my sketchbook. When thinking od my ideas I tried to think of something create that would be unique, So I thought of something that influenced my decision and that was work by H.R.Giger which was featured in the popular movie alien.
His work on what his piece that influenced the engineers in alien and Prometheus, influenced my idea of creating a time machine that looks like his work.
When creating the chair I had to select each face in a pattern to give it a pattern by extruding them all at the same time.
I then did the same for the barrel of the telescope, moulding it into the right shape, after that I deleted the faces underneath as they were not going to be seen.
I then created the ends of the barrel to resemble a science fiction laser cannon of some kind.
The barrel looked plain by itself so I added cylinder tanks underneath it to make it look more like its from a sci-fi movie.
After looking at the telescope I thought to myself that it didn't have a view port at the end of it for someone to look through the scope, so I added one.
I added metal belts to the time machine as you can see above and below to make it look more realistic to give it a structured appearance.
I thought the seat didn't look as good being left on the ground so I created the flat support for it on the bottom of the seat.
I then started on creating the high poly version, I decided that I wouldn't take it into Zbrush and instead just create it in Maya because any added detail I could add by using the multi cut tool and adding textures to my maps in UE4.
Once I multi-cut my shapes to make sure they would be smooth but not ruin the model, I then smoothed it which resulted in this.
After I was finished the high and low I then sorted out my UVs before creating my cage so that my UVs are exactly the same. I did this by planar selecting each face and making them all the same size(5000) and then clicked the button that moved the faces into uv space.
After sorting out my Uvs I then proceeded to creating my cage from my low poly by duplicating my low poly, putting it onto a separate layer but making sure both are at the same place on the map, then turning the duplicated version red and transparent then transforming it over the low poly.
Once I created the high poly, low poly and cage I then exported them to put the mesh into UE4.
Then put the exported files into Xnormal to generate the normal map and occlusion map.
From there I placed them on my mesh in Ue4 as well as a base colour, the first I did was the normal map.
Then I did the Ambient Occlusion which gave it a shaded effect that I thought made it look really cool.
After these I created the metallic and roughness map in photoshop by adding in a UV snapshot of my mesh in Maya so I could sort out the areas I would like to change colour.
I experimented with black and white but chose to stick with all of it being white because I liked the effect it gave on my mesh.
After I did the metallic map I went on to creating a roughness map and but looked at textures from google images I could add to the mesh to give it a corroded look.
I took this into Photoshop and turned down the saturation so it could be used on my mesh.
I then created an emissive map to see what the effects had on my model and what type of look I could then get from it.
Unfortunately I didn't the emissive so decided not to continue with it altogether,I really liked the effect of the roughness map giving it a corroded, decaying effect. After this I decided to keep it all the same colour instead of changing it because I thought it had a better effect and stood out better it being one colour.