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VR 3D Modelling Breakdown

Teleporter Room | Secondary Hero Asset | Props

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When we initially planned on created a teleport which was going to be a simple cylindrical cubical where the player would stand in the centre and a VFX would play however we were dissatisfied with this Idea and with feedback from tutors we decided to completely redesign how this area would look and also expand our level. Our Art Director has quicky gathered a lot of references which enabled me to start building the new teleporter room

Starting off with the models I was able to model and UV in 4 days, the total poly count hit 100K but thanks to nanite I did not have to optimise as much because most of the heavy lifting was done by nanite. The modelling process was very simple and  straight forward. I was able to quickly grasp my mind around how I should approach each model and was able to keep the cohesiveness

between each part of this room

UVing was also pretty straight forward and and thank to our Master Material which allowed us to blend up to 7 different tillable textures inside of unreal I was able to pack textures and give each peace more texel density to boost that visual appeal inside of the engine

This peace I would say was the most difficult to model due to me constantly disliking how the arm/claw was looking and I had to do around 10 different revisions with our Art director until we settled on one single design after that all I had left to model were fences

Modeling fences was very straightforward but I somehow managed to overcomplicate it and created a lot of bad topology which was having a big effect on UVing which lead me to fixing all the topology problems, but in the end it did not take me too long and was a very simple model. Unfortunatley due to a deadlines I had to move on to working on VFX for this teleport which made me reassign the texturing part

In the final stages of the project we were lacking a few props which I decided to quickly model/UV/Texture.

This whiteboard took me around 30 minutes to model with poly count 2K, once again I did not have to optimise as much due to us using nanite for the entire project.

Texturing was definitely the most fun part of the making of this asset, I had a lot of fun creating these formulas and smudging them inside of photoshop and making it look as if the whiteboard pen has been rubbed off. Also the formulas on the whiteboard actually have meaning

The final quick prop I modeled was an unsolvable Rubix Cube. Had a little bit of fun with creating this prop as it is super simple and making it solved by default is a little bit boring so I made it unsolvable.

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