Fallout 4 assets: The Ripper Update

After few hours, I corrected the scale and now it looks much better. The one handed weapon is back lol.

I corrected several things, to get to this stage:

  1. Removed second handle – The handle made it look like two handed weapon and too similar to chainsaw.
  2. Scaled up gas tank lid – I scaled it, so it fits in character hand. Took the handle as reference, 1/2 of the size.
  3. Scaled up bolts/screws
  4. Corrected vale/piles – Remodeled the whole fuel system. Made it slick and compact.

After all fixes, the weapon looks really like Fallout 3 version, with next-gen look. Check it out:

fallout_4_assets_melee_weapon_blender_3d

fallout_3_assets_ripper_melee_weapon

fallout_models_3d_assets_weapons

This was one of the last big steps, before polishing up. So, here are the last updates, that I did.

Updates that I made:
1) Finished handle system
2) Polished few shapes (added polys, remade wire)
3) Finished chain
4) Modeled inside parts (engine)

kaspars_pavlovskis_low_poly_fallout_4_assets

kaspars_pavlovskis_fallout_models_the_ripper

kaspars_pavlovskis_fallout_4_weapons_3d_models

So, that’s about it, high poly mesh is done and I will start working on low poly mesh. Stay tuned for more updates.

 

 

Fallout 4 assets: The ripper update

Fallout 4 Asset WIP

Back with some updates. It has been almost a month since my last update, but as always, I will deliver. I did a lot of work on the fallout ripper and it’s starting to look just right.

If someone missed out, You can check out my previous post: Fallout 4 Assets: The Ripper (Beginning)

I have made print-screens for each version, so everyone can check out, the evolution of shape, parts and design.  Let’s start!

1. Last update looked like this. Basic shape blocked out, to see the proportions and shape of it. At this stage, I did not care about wire frame or level of detail. Ruff mesh sketch.

fallout_4_assets_ripper_low_poly_melee_weapon_3d_models_kaspars_pavlovskis

2. When I had the basic shape/size, next step is details. As in step one, I pulled a fast one and modeled all parts in one hour, did not care about wire frame or precision. At this point, it was clear to me, that left side is really heavy and the right side lacks details. I always try to make my models logical and believable, even if it’s something out of this world, should be logical and functional. Did some annotations on parts, that I modeled, to give the mesh some extra detail.

fallout_4_assets_weapons_models_fan_art_3d_models_tutorials_wip

fallout_3_ripper_low_poly_melee_weapon_blender_3d_tutorial

3. In picture, that I posted before, I blocked out all the details that I want on my weapon. Now I started to re-shape/re-model them and get it closer to the finish thing. System that I used is simple: Take one part, duplicate it, move a side and start remodeling new on, on the existing. This way,I know that the part will fit my weapon and I can add extra details on it. Just remember to throw it on the weapon from time to time, to see how it looks. At this stage, there are some missing parts, because I did not like them and removed.

the_ripper_fallout_4_assets_melee_weapon_electro_cactus

At this point, I really thought that I nailed it and it looks good, however, I noticed one thing. The sword style weapon now looks like chainsaw. That means, it’s now two handed weapon and heavy as fuck. This was a no go and I needed to fix it. The main mistake I made, was in scale department. Parts that should have be big and viable from zoom out, was small and not noticeable.

Basically, I forgot my NR.1 rule, when modeling weapons: ALWAYS CHECK YOUR WEAPON SCALE ON CHARACTER.

So, now I needed to remodel a lot of things and re-scale some parts. Let’s do it! I will continue my work in next blog post, because it will take some time, to remodel and re-scale. Be sure to check out some of my other WIP posts.

Fallout 4 Radio: Making off!

Hi everyone!

After Halloween contest madness, needed to recuperate, so I decided to
dabble in substance painter. Basically, this is my first Substance
painter artwork, so be supportive lol. I always loved post-apocalyptic
games and assets, especially Fallout 3 style art. This is my version of
Fallout style radio!

So, here are some pictures, how it all came together. Nothing too technical, just WIP pictures in workflow order.
Step One: High Poly

Step two: Modeling low poly mesh, using high poly as base.

 

Step Three: Uv mapping and testing out normal map baking and AO. In this stage, I usualy unwrap every part seperatly and than bake normal map/AO to each part. This way, you can fix all bugs and tune everything just the way you want, without changing UV layout.

With baked maps:

SUPER IMPORTANT FOR SUBSTANCE PAINTER: MATERIAL ID IS A MUST HAVE, TO TEXTURE WITHOUT PROBLEMS. JUST SET UP ID’s BY MATERIALS. RUBBER PARTS WITH RUBBER, METAL WITH METAL. For my radio, I had 4 material ID’s. Hevy metal, rubber, steel, Display. Substance painter tutorial about material ID: Here1

Step Four: After all maps are baked and all bugs are fixed lol. Texturing can begin. This time I decided to texture radio in Substance painter. I have tried it a lot of times, but somehow, bailed out. This time I wanted to finish something too lol.

I start by adding base material, just think logical, from what material is it made and you should be fine at this step. I made my own smart material in substance for this job. You can find all substance tutorials here: Substance Channel

After base material is in, I try some colors. At first I wanted to make it red, but blueish green looked kinda better. I used default color smart material : Machinery. Just changed color from yellow to blue and added some extra dust and shine to it. Looked like this.

REMEMBER TO USE MATERIAL ID’S!
I added default rubber material for rubber ID and steel material for steel ID. Did some tweaks and added extra dust/dirt layers.

Step five: Basically, after assigning materials and updating them, you are all done in substance (at least it’s how I do my models). Now lets move to Photoshop and add some detail to texture. In PS I added small things like: decals, text, speaker texture and layers with scratches. All of this was done on basic color map.

Basically, step five is an trial and error step. Just keep adding detail in texture, till it seems good. Don’t forget to add all of those extra details to normal map too. I use Xnormal plugin for PS. This is how normal map looks after substance bage and with extra details that I added in PS on my own.

After all this, we are all set to go and can test it out in sketchfab! Hope this mini workflow post helps someone! Enjoy!