Specialism:
I've carried on chipping away at the texture. I edited the roughness map for the engine so that it looks more matted, opposed to being overly shiny.
Below is an image of the normal map renderer in quixel.
Next I created custom graphics for the stickers, I decided to brand the lawn mower as 'King mower'. I made the designs fit with the style o the asset, continuing the colour scheme of red, black and white
I used a similar branding theme to the lawn mower in my garage, but changed the fonts, style and text.
Here are a few renders of the model. I Need to go in and make a few changes to the geometry to make everything look consistent in resolution.
Here's an image showing the build-up of the model
Here's an image showing the build-up of the model
I e-mailed Andy Davis, who currently works as a technical artist at Rockstar asking for some critique on the model. This is what I received:
After applying the critique I can say I'm happy with how the lawn mower looks. I also asked for more critique from one of my tutors, who told me to think about the texture as more of the 'history' of the model. I went over the texture and thought about the reasoning behind the rust, paint splats and scratches. It now looks like a model that has been left in a garage used for DIY purposes, it is used but not really looked after too well, it is cleaned sometimes but not enough to remove stains.
After finishing the model I attempted to import it into UE4, I'm going to learn how to set up lighting properly in the engine but for now I just edited a template lighting set up.
"This lawn mower model is a solid asset. Its design is well-observed and it is clearly based on reality, which means that it is a believable object. There are just about enough polys in the right places in the hi-poly version of the object to handle the curves, and the less dense areas of the object are equally well handled. The asymmetricalities in the form make the mower interesting. The PBR shaders work really well and the materials look great. Even the plastic has the look of a material that has been dirty in the past, but has been recently cleaned."
There were comments from passing artists that Andy also relayed to me:
• The poly count for the high-rez model is on the large size. An artist might be able to do an entire building with a 7k budget. The 3k model is closer to what would be considered a high-rez model. With the PBR shaders, it might be worth trying to get the shaders to do more of the work.
- I fixed this by lowering the poly count down to 5K. Here is an image of the LODs before applying the critique.
- Below are the LOD's after applying the critique. They basically retain all of the same detail so now I know that I can push more on the poly limit and rely more on the shaders to do the work.
- I fixed this by lowering the poly count down to 5K. Here is an image of the LODs before applying the critique.
- Below are the LOD's after applying the critique. They basically retain all of the same detail so now I know that I can push more on the poly limit and rely more on the shaders to do the work.
• The cables appear to have quite a lot of the poly density, when perhaps they could be rather more scant in detail.
• The texture on the wheel hubs looks rather blank and plain compared to the rest of the model. In being so white, the contrasting texture shows up the triangulation of the hub quite a bit, and they don't look weathered. The labels/decals also appear to have a bit too much detail.
• Where the rust occurs could be tweaked. Weathering is likely to occur along the entire bottom edge, where the water would hang, around any junctions and fixings (where water would linger), and along the edge of any bevels where the paint is more likely to chip off.
• As well as rust, it might be worth normal-mapping some dents into the detail too.
- These three critiques are aesthetic, below you can see a before and after of changes to the mower
- These three critiques are aesthetic, below you can see a before and after of changes to the mower
"The consensus is that you have captured the look of the object very well, and it is solid work. For a next-gen game-standard model, you would be expected to push the poly-count rather more and see how much more you can get away with using the shaders."
After applying the critique I can say I'm happy with how the lawn mower looks. I also asked for more critique from one of my tutors, who told me to think about the texture as more of the 'history' of the model. I went over the texture and thought about the reasoning behind the rust, paint splats and scratches. It now looks like a model that has been left in a garage used for DIY purposes, it is used but not really looked after too well, it is cleaned sometimes but not enough to remove stains.
After finishing the model I attempted to import it into UE4, I'm going to learn how to set up lighting properly in the engine but for now I just edited a template lighting set up.
3D Work
Been working on some low poly models this week in my spare time. Here's a render of a resource pack I put together for a game that I'm currently helping on.
The aim for the style is very low poly and simple, almost geometric. I need to brush up on my stylised texturing skills, I am going to try and get a tutorial when I start University again in January.

















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