Late Night Diner Environment modelling Part 12 – And Character Modelling

Hello, all, more ramblings, highs and lows of progress and happily, it is getting there, just had a learning curve with a few things and getting more confident. 

11th June 2017
More work on the alien,  little progress here and there of the character,  I need to rework the blue on the suit,  as the legs look patchy and some rework is needed.
I’m happy with it, going to be refining the characters textures, may create alphas for additional details. The back of the backpack is a little Nod to The Martian, a good book and film.
I’ve just realised that the back view of the character the helmet is not transparent.
If I can get the texturing finished, I can also retopologize the model and sort out the UV’s for it ASAP.
Then for fun, I decided to put the trio together, will get more characters together on the banner.
I’m really happy how these characters look and how well they work together. I’m going to keep working on them.
Today was more painting and used Alpha maps, added small details to the alien’s suit, which really does help. I think I am almost finished the character, I have a few fixes left to be done to characters vents. Refined the space suit and does not look as patchy as before.
Another perspective shot of the character, I like the backpack,  Alpha map details help a lot, the painting I think is done, still got a couple things left to do.
Decided to do a top down view and I’ve just noticed one of the corners of the backpack is curved, dammit, I will have to fix that, I have no idea how I missed that.
It has been a good amount of progression today with the character, I honestly cannot wait to get
them into the Diner environment and have up online, it shall be soon. My next step is to apologise the entire model, that is going to be my plan for my next day of work.
Mainly the body, arms, head and hair.
12th June 2017
A day of retopology, figured out why sometimes projection doesn’t work on the new mesh, I think nearly all of the retopology work will be finished tomorrow.
Heads can be tough with where the loops go and once figured it out, it’s pretty easy. However, doing a cyclops is tricky, the character does not have a nose bridge, challenge accepted.
Started retopologising the tentacles, that is going to take some time, yeah, there is a bit of detail on the suckers that need to be done.
Then I’m going to sort out the UV’S for alien all the other characters. I’m going to redo the low topology work for the characters, they need it and I have figured out a solution for why the mesh was not being projected onto, hopefully, it works for all of them.
14th June 2017 

A day of fixing and retopology, from all aspects of the character.

Tentacle low poly retopology.
High Poly Render before things get weird when baking.

15th June 2017


After a few days or retopology on multiple models, unwrapping, looking at tutorials on how to do some things. I was able to export the alien texture without any real major problems. Then today was unwrapping and sorting out the seams for the characters done in for now in Headus UV.
A bit of a milestone today for me, I was able to export low poly mesh and baked textures, what you see is a real game ready mesh, long time coming. Getting head in with the texture applied with hardly any issues was a big step.
Then added the rest of the parts for the head, hair is a little wavy.
Played more with the texture maps, spec, gloss, bringing the character to life, added subsurface scattering to give some warmth to the skin, it’s looking better with each step, now, it does not, look as dull as before.
A couple of caveats I got to sort out the funky ear problem,  I am going to try and sort out.
My next step is put all the textures onto one texture map for the character as currently they are all separate maps and that is not good for games. I will need to look up to resolve this issue.
In the future I am going to do two version of texture maps, one is a lower poly version with a one texture map. Do another with textures separated for head and body and a higher poly and higher texture budget.
I’m going to put the model with all its parts into Marmoset and see what problems that occur and find fixes for them to resolve. One thing that has occurred to me is that all the sub tools of the character are separate layers and separate textures, I have to figure how to put them all together, I’m sure I’ll get that figure out.
19th June 2017
Last week I experimented with unwrapping the head of the character and practising baking maps. Getting used to the pipeline relatively easy actually.
So this is how Zbrush automatically unwraps the UV,  it looks messy and seams are cut in the wrong places and things don’t make sense, I will have to manually have to relay them out. There is no priority for certain meshes.
If I can get the UV sorted out and working I will get the rest of the textures baked.
UV’s redone in Headus Uv Layout tool. I like that program, it’s quick and simple to use.
Also, there was Vertex colour on the low poly still.

21st June 2017
After a couple of days head of work and frustration, a few crashes, I was trying to bake the high detail to the game friend low poly mesh,  I was able to project the high poly detail on to the Low poly texture maps.
The next process was to get the character uploaded to a Sketchfab, do some testing and get used to Sketchfab.
Here is the turntable of the character almost done got a few things to fix, a couple of things, I really need to fix the backpack and the chest machine, the low poly mesh is a wrong shape to the high poly version and would need to adjusted, no bother, I will get it sorted. I’ve hit a small milestone personally, I thought I would not get here, however, it was done.
Decided to drop the alien in a familiar environment of the Diner to see how it fits. Liking how it looks,  look forward to getting more characters in there. 😃
Pretty chuffed how the character looks and fits with the environment
A few more shots, I got a little carried away with the screen shots.
The texture needs a little more refinement to it, some bits need tidying and tweaking, I may brighten the green of the character.
I need to reduce the polycount as it is still too high and some areas are too dense and hidden which is a waste, one area that is dense is of the teeth and gums.
However, I am overall satisfied with how it looks. I may add some decals to the suit and perhaps an emissive map to parts of the suit and that will come soon.
That was some learning experience and finally I know how to transfer detail with no crashing and bake those texture maps, I have some work ahead of me to get the other characters finished and uploaded to Sketchfab, then dropped into the Diner scene. I Environment, I look forward to doing the other characters as now I know the process and hopefully get them done quicker.
It has been a frustrating couple of days of success and failures, yeah, the grumpy face was activated. I didn’t give up as from those failures, I learned a few things and have been successful getting it done, phew.
I look forward to the next set of characters I eventually get to do, however more immediate is the rest of the cast appearing in the scene.

Late Night Diner Environment modelling Part 11 – And Character Modelling

Hello all, I presume you were not expecting an update this quick, After last nights blog post I started to paint the character and decided to share a quick update with a mini post today.

9th June 2017

I started on the first pass paint over to see how the alien looks, overall I do like it.

Pulled some expressions for fun. Happy how the alien is looking.
 Made a second pass on to the head texture and still a bit more to do. The lighting is off, still have not got the hang of it, really got to figure that out.
10th June 2017 
Today painted the head and started on the body, I want to spend a day or two painting the character. Also was able to have a painted image ready for Screenshot Saturday on Twitter.
Worked further on painting the base of the character, once the base colours are done, will make sure that I will stick close to the alien concept art I did.
I have gotten into the perspective shot too and I will do more in the future.
I don’t like those knee pads, they are too small and looked odd, I’ll probably fix them or do new variations.
Pulled more expressions, the character reminds me of Blofeld from James Bond Diamonds are forever.
Going to work further on the characters eye, not a hundred percent happy with it, I will give it another go. All in all, it has been a good start with the character. I cannot wait to get all the characters into the environment and finally into my portfolio.
 Made some expressions for the vampire, I had to do it, it’s fun. 🙂
Tata for now, I should be back with another post soon….. I think.

Late Night Diner Environment modelling Part 10 – And Character Modelling

Hello, next batch of updates and my ramblings, enjoy.

8th May 2017

Made a start on the Vampire head, when starting a new sculpt it’s a little exciting and daunting. Exciting as it is new and where will this develop. Daunting because you’re starting from scratch and wondering will it work.

The heads started from the base of Zombie, don’t worry, I’ve double checked, the Zombie is backed up and this is a newly named file.



 The progress of the head, going from weird looking less wired, repainted the eyes as I wanted to remove the zombie eye colour. I did get a little distracted with painting, I should have just stuck to sculpting the head.

I’ve given the head sculpt some hard angles, now,  in my mind, I think of aerodynamics and streamlined for hunting, I think of him as a shark. I know he looks nothing like a shark, but, in the back of mind, he looks streamlined to move fast.

The first pass of the head for the Vampire.

Done his mouth a little wide, so when he opens it, it is a pretty wide mouth with a lot of teeth, you don’t want to see his teeth when he is angry.

18th May 2017 

Today was to start on the biker jacket, dear lord, it looks rough. It looks like someone who doesn’t know how to sculpt took over today, I had to take back control and work on the head.  Blocked out the shape of the jacket for the next step



Then refined the jacket further, followed by creating the collar and refining it.


 At the moment the jacket does not sit right with me, it looks awkward,  I

I’m going to check with reference images The collar is not that great looking either, maybe it’s not finished yet. however, I have to remember, I’ve just started on it and need work to refine it.

Teeth time, well a little time was spent on the teeth, I reused the Zombie’s teeth and modified them into sharper ones.

Today,  was not a successful day with the sculpting. However, I will not let me put me down, actually, I had found it funny,  I was wondering where did my sculpting abilities go in the afternoon. Ah well, I shall jump back on to the work train after my day off and make sure that jacket looks like a jacket.

21st May 2017 

From the other day of dodgy day of sculpting, today, with determination I focused on that jacket, I wanted to get it looking better and close to being better. Phew! is all I can say, with hard work and referring to reference images, the jacket started to look like a leather jacket.


 A turntable of the character without any colour, so far so good, my art skills have returned, thankfully. The jacket looks better, so much better.


My next step is to work on the hands and the shoes.

Looks like a dinner jacket, I just filled it with base colour to look how it looked,

Going to need to add a zip and buttons to the jacket.


 Head Turn Table video

Head turntable, colour wise it is just a base with no more work to it, the lighting and shading are from the rendering, I like how the character has formed, I like how it has progressed and with the hair sculpting looking good.

Happier today with what I have done with the character sculpt.
My next steps are to sculpt the fingers of the vampire, then work on the boots to make them look like bike boots, refined detail on the jacket, retopologised the head and the rest of the character.

 22nd May 2017

Today, made start on the hands, shaped the nails and gave the first pass on painting the texturing.


Sculpted the jacket to a better result, those shoes really do annoy me.

Then painted the jacket texture, and trousers,  from the front they legs started to bug me, their shape looked odd.


 Did more work on the head, it does need more work on it as the cheek colour is too sharp and will do another pass to soften those dark areas.

Going to give another pass to refine the hair sculpt.


24th May 2017 

Retopo day on the face of the character, to some it may be tedious, to me, it is cathartic when It works.

The head topology was done, I got a few triangles around the back of the ear, as long I had none on the main face, I can leave with that.

Dammit, I had to repaint the head, I made an error. When I created the mouth cavity for the mouth interior,  it got rid of the texture I had painted on the head, I am never doing that mistake in a hurry.

It could be a blessing in disguise, as this version looks better than the previous version.

Worked on the legs, a little better, it still bugs me that it looks wrong.

 24th May 2017

What a day, ok, so I hit my first corrupted files. Somewhere in the progression of the head, when I saved, I had hidden mesh that the software did not like and a few iterative saves lost to this issue. I had to go back to a previous save that was not messed up and redo some work. I had to do the ear topology twice and then gave up for the third time when this issue was really annoying me.

Dynamesh sculpt projected onto the new mesh that I created with a better topology.

Far left is the low poly mesh and on the far right is the high poly mesh.

The low poly head mesh, the UV has not been sorted yet, once that is done, I can have nice high detail on the texture maps applied onto the low poly mesh.


The turntable of the character tweaked the jacket and still need to add the decal on on the back of the jacket. Played around with the boots, I think they are better formed.

A little bit of messing around with the eye texture and rendered a shot out. Actually, I prefer the eyes like this.  Going to give the eyes and head the second pass.


Keep smiling chap.

25th May 2017 


Today was sculpting hair day, making a clean sculpt and repainting it.  Made a little more effort with the hair, and with the front and side view of the head, it looks good.

May need to adjust bits of the hair, it doesn’t stick out far enough.

Worked on the skin texture further and refined it this time, instead of restarting from scratch when it was first lost.  Feeling a little bit more confident with the brushes added some details to face, skin blemishes, veins around the side of the head and discolouration, made the eye sockets a little darker. My next step is to do the eyebrows, retopologize the arms and jacket.

29th May 2017 

Had a few days off to take time away from work. Mainly it was a bit of frustration some of the details were not transferring onto the new lower  model I made It would not transfer, something was not working and I could not figure it out, trouble shooted for almost couple of days and come up with nothing, I will still look for a solution and when I find the solution, I will reproject the detail.

Fixed a few of the mesh today and reduced my base mesh polycount,  my poly count for the base mesh went from 12,000 to 7,500. It is still too high. I really got to cut that down to 5000 or below. I still have mesh hidden that needs to be cleaned up.

I reckon I can get that down to 5000 and maybe below.

Some trousers topology needs to be sorted out in some of the areas, I am not really concerned with the legs and back as they will not be seen as much as the front upper body and I will make sure those areas have a slightly higher poly count.

Headshot again and this time you can see the topology, some bits of the hair need cleaning up, I shall leave that for now.

I also corrected the side bits of the hair with more volume, in the previous post the side bits of the hair was not sticking out as much.

I assure this is a slight tweak to the hair from the previous day version.

Almost done with the Vampire and turntable of the character.  Need to do some expressions like I did with Zombie.

To cheer myself up from not being productive as I have wanted to be. In the evening I started to sculpt the Alien head and a blob for hair.

Some fun with time lapse.


30th May 2017

A little bit of progress on the hair, happy with it. I am going to go back over the characters face a little more and then work out the topology for it. Cyclops are really difficult to do.


Blocked out the body, that is the easy part.  Looks like a diving suit.

Blocked it out further with. Then started to block out the bits for the space suit, technically only a bit of it, then, going to continue to do that tomorrow.

Some of today has been watching tutorials on a few of the tools to remind me how to use them.  I’m going to do a little hard edge modelling, I have not really done that in Zbrush, I’ve done all that in Maya and I want to know how to use the Zmodeller tool in Zbrush. The other is to create an Insert Multi Mesh (IMM) brush of tentacles from scratch, once I’ve done that I can save that and use to in other sculpts.

Focus for tomorrow is to work on the space suit sculpt and get that finished, the move on to hard edge modelling.

31st May 2017


Sometimes, you make a mistake with tools that you are trying to learn and you get things like this happens.


Ok, here we are with the alien. Work continues to block parts out. My only problem, well a few of them. The ztool/Z modeller is something to get used to, another couple of days and I will get on happier with it, not become an expert, just get on better with it.


The day was spent looking at helpful tutorials, at times I have needed to do something in Zbrush and did not use the right method, it ended up taking longer, then, while I worked I spotted a small solution on the video stream of an artist fixing that method I needed which made it quicker to do… , I shook my head, took note of it to  never forget and carry on with the knowledge….. Typically, I cannot remember what it was.

Worked on the space suit, it is shaping up and looking like an old diving suit. I’m happy I’ve got the form of character,  it’s the next few days that it will be shaped up. I will make sure that there will be no painting until the model is completed.


Extended the arms as they looked short and separated tentacles from the main body to make sculpting them easier on a separate layer.

The helmet does not match the shape of the illustration, urgh, can’t get it, will get it right.

“Shakes fists out of anger. Going to keep working on it until I get it right.” Hehe, that helmet looks so wrong.

There are some bits I need to work out how to do them, so a little research and development time is needed to figure out how to do it and do it properly.


1st June 2016 

A slow day, just trial and error of modelling,  I thought I would get somewhere with it. I think I overestimated as I did spend my time experiment with Zmodeler. It is beginning to make sense with how it works, it was a productive day, just not progressive.

I stuck to working on the suit for and the shoulder pads, as the shoulder looked flimsy and thin, I had to bulk it up.


This character has caused me more trouble than the other two, it has been a lot of trial and error, going back over things that didn’t work like the shoulder pads, not forgetting looking up videos and reading tutorials, this is down to having that bit of missing knowledge and I had to look up .

The helmet test, Looks like the alien is contemplating life while spinning around.

I wanted to see how the helmet looks like with transparent.  Snug or tight you decide, I think it’s snug.   I do have to go back over the character with another pass, as he needs teeth, he needs to look grumpier, he looks too calm and not worse for wear.


Yeah, he’s  still rotating and contemplating life as I am contemplating how to make this better.

Spent a bit trying to do a nice render of vampire face, I was practising with the renderer. I shouldn’t have done that, it was a moment of distraction.


Then, in the evening, goofed about with artwork, I had the image in my head. It has inspired me to work on.

2nd June 2018 

What a slow progress, however, I shall push forward with the work.

Look at the ten-yard stare. Made a second pass on the head,  Created the cavity for the mouth interior, then added teeth and gums. Thicken the lips of the head, going to keep working on the head, had to make space for a few of the teeth that poke out.


On the note of cavity, I had to rebuild the edges of the mouth, as the got wrecked when the cavity was created.

What has been going on with me these last few days, I think I am going through the valley of crap, the long way round,

Worked on the characters tentacle arm, dammit, stuck in this valley.

This week has been a mixed bag, on one hand, I finished another and started a new one. Then the progress has been slow, I will get out of the valley of crap.

I think I just need a day with the tool and not work on the character,  just experiment and focus on the tool instead trying to focus on both the model and tool , I know I can do the low poly 3d modelling in Maya quickly, but, I’m forcing myself to stick and learn the ztool/Z modeller and its quirks.

5th June 2017

Had a couple of days off with this, I needed it and I returned to work on the character.

Made a second pass tentacle and a better result. I used a premade tentacle IMM (Insert Multi Mesh) brush, I gave up on it and went back to the original one I worked on and this time spent a good bit of time on it, below is the image of the tentacle, there is a temptation to do a third iteration as I am getting there, but you know, I’m happy with it, I think I shall make small adjustments to tiny bits.

What a day, I am in deep in the valley of crap, first I thought it was a detour of a long way round, I think have gotten lost on the way.


I knew this one would be the toughest to do, however, it is the learning curve. I admit it, it can frustrating trying to get something done with it while learning.  I will keep working at it and have something by the end of the week,  it will look good, I will make out of the Valley.

6th June 2017

Made some headway with the character, worked on the backpack, not going to put too much detail as we are not going to see the back much. Those vents on the side were tough as it was a long lesson with Zmodeler, however, I have been able to get to grips with it.  Not one hundred percent or have mastered it, but, have a much better understanding than a few days ago and that will get better.


The side vents are not great and can be better, I may go back and give it another go and add more curves it.

I think I have progressed through the valley further, I am still in there somewhere, I’ve got a couple more bits to add, like the knee pads, redo the shoulder pads and some further detail needed on the chest.

Really got to do something about that collar and neck, as that part is not finished, I will get to that. The main body of the character is sitting at about 500,000 I’m going to take it above a million to add extra detail it and then when finished,  I will bake the detail down to the low poly model.

7th June 2017 

Transparency, I was checking the characters head in the bubble. I may increase the size of the helmet, as it is at the moment tighter than snug.

Worked in the eye socket a little more and gave it detail. Sorted out the eye, I had one already made, so I swapped it with the one I was using. It now looks closer to a finished monster.


Sorted out the collar, it was bothering me for a while on how to fix it.

I’ve realised something, I’ve missed the antenna on the side of his helmet. The original illustration had that and I shall get that back in.

So nearly done modelling the character.


Refined the suit further and added some linework, they are too fine to be picked up in the screen shot, I may do something else to suit, but, for now, I can’t think of one.

Next step is to sort out a few details, like the plates on the arm and knee pads.

Looking at the character, I’m happy how far I have come with. It looks good, can be better.  Close up of the head turntable of the character. Made some changes to the head. I’m not happy with the side profile of the character, it looks a little too flat for me.


It feels really odd, it feels like I didn’t progress much today,  however,  I have done a large amount of work on the character from his suit, to his head, shoes, knee pads.

There are times when I do a quick sketch review of the work, it helps sometimes to work things out that need to be fixed.


8th June 2017 

Ok,  the character is coming, fixed the bits on the head. Added bolts and screw alphas to the model surface, it helps a lot. I may be tempted to texture the head tomorrow, that is after, I have done the retopology of the head.

I want to get the alien finished and vampire together for Screenshot Saturday on Twitter. 

Another Orthographic view of the alien, you must love these. 😃 Added Alpha maps of little details and it does make a difference.

Currently, I  need to fix the sleeve they are a little messed up, they’ve been turned into blobs.


 Had to do a render with the transparent helmet. All in all, I am happy with what I have done. I got a couple of issues in areas of the model, one is the air vents, they’ve gone a little lumpy and hard edges became curved, so, I need to fix that, I don’t know what happened, going to try to figure that out.

I’ve actually forgotten to give this character a tongue, must do that tomorrow.  I got to do something about the shoulder pads, they don’t look great. Even though I’ve done all the hair for all the characters and I like them, there is a temptation to go back and redo the hair on all the characters to make them simpler, in hindsight, I think they may be too detailed. but, for now, I shall leave them, otherwise, I will be in a perpetual circle of fixing and changing that with never finishing.

 I think I can see the way out of the Valley of crap, finally.

9th June 2017


Angry looking expression of alien.


 Just played around with alien face and looking angry is good…. It works.

A little slow day of having the main electric cables being replaced, so no power some of the day and when got power, I updated the blog, I was hoping to get the alien painted today, however, I will get that done for tomorrow.

Late Night Diner Environment modelling Part 9 – And Character Modelling

Hello,  as you can see, it is, well, not environment modelling, but, mainly character modelling and painting, I shall keep the name and just add some text to the post title because the work is the same project.

I am pretty chuffed with this post, not because it is error free of grammar or spelling mistakes, it was the character coming together. Anyway, enjoy the rambling.

9th May 2017 

Went from a closed mouth to open mouth, took me a bit to fix and do it, I had to create the inside of the mouth, I will need to create base teeth, gums and tongue to use for all the other characters. There is some bits of the mouth need to be cleaned up, however, I am happy with what I have done.

The shirt was remeshed, the collar gave me a bit of grief, one because of a bit of inexperience, two, the mesh of the collar was overlapping each other in a horrible way, it was a little frustrating, however, it was all sorted out.

Had to use the Zremesher guide tool brush and draw out guides for the remesher tool to follow, it helped with the collar and especially when doing the hands. I got to say the internet tutorials and guides helped.

I will have to retopology the shirt again, as the low polygon version is still too high for poly

Another turntable, sadly not much different.

Decided to give the texturing ago in Zbrush, I don’t think the zombie was going to be that green, I am going to play around with it more and see what I can come up with. Ultimately, I’m going to texture this in either Substance painter or Quixel.

I was hoping to finish the mesh today, however, it turned out not to be, I shall get the rest of them done tomorrow.

10th May 2017

A day of refining the sculpt and meshing and projecting the detail on to new mesh.


Had to redo the mesh to get the typology I need and optimised for the next step. The next was to project details from the old mesh to the new mesh and had moderate success with it, some parts worked and some did not, I tried to use the Zremesher guide and not successfully, as the loops I wanted was not there,  I’m going to manually retopology the mesh as some bits of the characters head was not great and is not animation friendly.

This may be a boring bit of not being creative, however, remeshing, I like it and to get it right and some learning too that has been added.

Also, after I had projected the details, I had to go back and refine the details of the characters hair and face, this was because I had a little extra resolution to work with and lost some in other areas. 

After that,  I’m going to paint the character to see how it looks like and to play around with the tools. Then,  I’m going to UV unwrap it….. this can be long and boring and none creative, however, I like it and see what is thrown at me. I may not be the greatest detective of fixing problems, but, I will do my uttermost best.

I really hope that the next model does not take this long. On the next character I want to spend a day or two sculpting, a day of projecting detail and sorting out UV’S, a half or a full day of fixing and refining detail.

Then texturing for a day or two. Actually, I want to spend a week of making a character.   Challenge accepted I trust myself.

11th May 2017 

Not being happy with the auto topology of yesterday as I was getting a high polycount when creating the low poly mesh and for games, high poly is not great, so, I decided to give it a try myself.

Started in this and well it was a bit of a false start.  I was kind of doing it wrong and spent more time fixing the mesh as loops and the topology was not correct.

So I cancelled, deleted and restarted from scratch, this time using mesh reference images and this time following the reference closely. I have never been the best at retopology and got a little rusty and I want to rectify that over the next few models I make for LND. This is the longest part I think, as I’ve never had used the manual topology tool in Zbrush and there is always the first time.

 This time I got somewhere, not fully finished and still also a few janky bits.

13th May 2017 

Out with the old and restart again, there is that fine line of shall I fix it and spend all day getting frustrated or restart and spend all day getting frustrated, but with a little more knowledge with topology and this time to do it better. I had to work smartly with loops and hide poles, them and make them properly so that the face would deform correctly.

Started with loops and sticking to quads

 Bit by bit I was getting there and perhaps getting better.

Ok, I think this is better, I am not going to start again from scratch again until a new model.

Mesh is a little dense, but the focus was getting the loops right and I am happier that they are better. Cleanup and optimisation can be done after I have got the ears to finished.

Then after that, I can move on and paint it, oh wait, I got to do the UV map.

The topology tool is either missing features or I have not found them. I have found it to be good, it just needs a couple more stuff when creating topology.

Some further work on the ear and finished, for now,  a few triangles have appeared, I wanted to avoid the, however,  a couple in the ear and the area behind the eye,  I will leave them and I do not need to worry about as they are in hidden areas, and will not deform for amination.

Next day is fixing and refining the mesh, some of the areas still need more resolution added, especially to the eyebrow as it looks sharp and needs a little gentle curve. Other areas need to be reduced like the back and top of the head.

14th May 2017 

Done some more retopology. happy with that now, I got my loops and hoops.  I have to do reduce some of the edge loops on the side of the side of the head, you can see a cluster of edge loops, going down the cheek oh head, you can see them on the profile view of the head.

This is the high poly version of the mesh.

Playing around with the tools has been fun, I have a better understanding of it now, not a master, but, you know, I’ve done well.  Today has been a slow day of learning and watching video tutorials on some of the tools and how to use them. I also ran out of steam on my work,  I just need a break from it today and do something else which will help me to recover, played Fallout 4. After the break, I will jump back on Monday morning.

15th May 2017

Today, I jumped into poly painting and made big strides.  Initially, it took a bit of momentum getting the hang of it

Shirt turntable

Looking good, that lighting is weird.


And full body turntable and sorted out the lighting.


Another head turntable. I have missed out on the spots, on the next pass I shall work to add them in, paint the teeth, tongue and buttons. I must do the buttons on the shirt.

A day’s worth of work, not bad, I’m sure I can do better when I do the next model, honestly, it was a process of learning the plot paint tool and its functions. Smartly using the cavity mask, along with the slopes and peaks mask to help paint the textures dark areas quickly and smartly.  Then I got to bake the textures of the character to the low poly and before that, I will need to do that UV map.

Once that is done, I shall move on to the next character.  Probably the vampire. My aim is to get that character done in a week, that is the modelling, poly painting, retopology.

I think the retopology will take no more than a day because the zombie head took three attempts spread over three days, three days of learning and messing up and restarting from scratch.


17th May 2017

Refined and painted the character today, And much happier with the second pass of the texture, especially on the face and shirt, additionally made some refinement on the eyes, I Redid the hair again, Not fully happy with it.

Next step is the buttons and the teeth. The teeth look pretty don’t they?

The teeth were done quick, I used JH toothbrush insert multi mesh, the low poly mesh was used as a base to sculpt new teeth and reshape the gums, then painted the teeth and gums. Again, they look pretty don’t they?

Time was I think this was about half hour of work or slightly less I would normally make the teeth from scratch, however, time is not on my side and I wanted to work smart to get the job done.

Here is the low poly mesh of the zombie, now, before you say anything it’s not low poly yet, yeah you’re right, it’s about 32,000 polys…. that is way too high for a game especially for a mobile, tablet device, will cause performance issues and it is a waste, I need to optimise down to 5,000, if not even less and without it losing its form. the plus side also is when it is a lower polycount per character, it can be shared with other characters models and assets in the game.

There is a significant amount of wasted polygons that are hidden in the parts of the mesh, the hair, the arms hiding under the shirt, belt and eyes.

Some visible areas of the mesh are dense that need to be optimised and cleaned up, like the hair, the end of the trousers, belt, belt loops, shoes, some detail on the face and especially the shirt, that is very dense. Also, not to forget, there is a tongue and currently, its polycount is a little high, so I need to optimise that and make it mobile and tablet device friendly.

What I have to keep in mind is that the characters back, legs and shoes are is not going to be seen as much in the game as the face, chest, arms and hands, so I will need to keep the poly count high for the face, chest, arms and hands as they are going to be seen a lot in the game and keep the other parts low as they will not be seen much seen in game.

He looks startled as I do that he is finished, I  redid the hair colour,  worked on the spots and  I’m much happier with it now,  the hair is still lumpy and the next hair I do  I am to make a better version. I worked on the eyes a little and made the pupil area concave and I need to add an outer eye with gloss, which it didn’t have before. I am in two minds if I should do eyelashes for the character, I am going to think about that, I don’t think he needs them.

Full body view, done some work on the trousers and shoes. I am still not sold on those shoes, however, I am going to leave them.  Worked more on the shirt, added buttons refined the stains and dirt, yeah, that is a bit of a gross shirt, I probably can add more stains.

Had some fun, manipulating the face around and sticking out the tongue, why not, I couldn’t resist.


Before the next render I increased the size of the teeth, now they fill the mouth better for the character. Then for fun, made a better render of the Zombie’s head. He looks a little scary with that expression.

A little creepy grin, smug,

For now, the character is finished and I am happy with it. I shall move onto the next character, I may end up coming back to this one later and tinker with the textures a little. I still got to retopologize the rest of his body, I will get around to that over the next couple days and when I have a break from sculpting.

From concept to 3d sculpt, I’m pretty chuffed how it has turned out, I look forward to the next character, the vampire. The challenge is to get the vampire sculpted and textured in a week. Two days of sculpting, a day and a half poly painting and a day of retopology.

Had a bit of a flashback to my honour project. Had I stuck to zbrush tutorials and not got scared off, I would have finished the project quite quickly rather than suffer hours on the project to my stupidity, however that was a learning curve,   ahh well. You know, sometime in future I will do the characters again and see how much I have gotten better.

Tata for now.

Late Night Diner Environment modelling Part 8 – Formally: Science Fiction Environment to

Hello all, you know, I do keep meaning to post at least once a week, however, I get focused on the work and need to it done,  I will keep trying post as often as possible and not I will end up doing big posts like this one.  Enjoy the ramblings.

12 April 2017 

Jumped into the kitchen and onto the textures for the Diner.

It was a day of making things dirtier and also breaking up the silver.

The kitchen wall was scuffed up with grime to the edges,  as I had a Normal map for the wall, damage marks, indents, just very light, simple wear and tear, I may do another session with the wall, as the grim looks too uniform.

Then went to work on the cupboards, when I went back to its textures, they were really ugly, glad I went back and reworked it. I went through a couple of colour tests, went with blue and red, I eventually chose red, as it worked better in the environment.

It’s working better now,  before when it was plain and it looked bad. Now, it’s working, it’s working!

My attention was next on the fridge and decided to add the red colour from the cupboards and I liked the result,  I did try blue and again, I stuck to red.

Looking better and better.

Made the work surfaces dirtier and added some grime and reduce the shine. I did like the shiny look.

The fridge now has an emissive map added to it and at the bottom of it too, just not visible in these shots. I’m thinking of adding stuff to the fridge door, like a note of some sorts.

The rest of kitchen have been made a little dirty, grimy, the Ladles need a second pass, they don’t look great.

The dishwasher and sink sorted out.

Expanded the props, actually just duplicated some, I may do another prop smaller bottle of soap.

Things look much better with the added colour of red, perhaps in a kitchen, it may be the wrong colour, or it probably is the right colour for this place.

I think I am going to make some more box packaging as I have the space on the texture for more weird supplies, going to think about it.

The Mop and bucket have been done and UV has been unwrapped, it should take me an hour or a bit to texture it in morning.

The next step is to redo some of the textures that I had an awful pixelation issue when imported from illustrator to photoshop and as that has been resolved, I can do that next.  I got spare space on some of the textures that need to be filled with more textures.

My aim for the project was to create a low poly modular game environment, both outside and inside, additionally, with props and all with textured materials for Late Night Diner game and in my style, I didn’t want to make it too realistic.  It has been a long process, I didn’t realise how much I had to do and it had been a lot if work… God knows how many props I have made, I actually need to count them. Counted them, about two hundred and sixty.

I did accomplish a greater understanding with texture maps, which was one of the things I wanted to achieve, still more to learn about them and I can progress confidently.

Going forward, I would like to do more environment, props modelling and texturing,  as I have enjoyed the process. I want to push my skill up with the texturing skills on the next project.  I want to do more with Normal maps, I want to to be smarter with them and try to use less of them while trying not to waste them as much I had done with some of the props.

Work more with high poly to low poly baking when creating certain props,  I had done some models to some success on the project and I want to do more.

My next step is to create the characters from the illustrations I have of them. Do this in Zbrush and keep to my illustrative style.

13 April 2017 

Mop and bucket and day,  sexy mop and bucket incoming pictures. Dirty, nasty and well, I do not want to touch the mop and bucket.

I may give the texture another pass, make it the edges dirtier.

 I like that.

Another mop and bucket, now a pipe, where is this pipe going? Not sure if I am going to keep it in.

HAM HAM HAM, PREMIUM FULLY COOKED HAM, I should add text saying;  Ready sliced.

Filling up those texture spaces.

Reused an image of a steak, changed some detail and adjusted the colour.


Dishwashing rack created some detail in the Normal map now the dishwasher rack, looks like a dishwasher rack.

There are days when I tear through work and get things done like the restroom that was a couple of days if work, today, not that day, it was a bit of a slow day, I think I lost a bit of steam for the day after I finished the Mop and bucket textures. The Mop and bucket textures were done quickly, an hour of texturing and another refining the textures.

I know I’m slowly getting to the finish line with the project and there are some days are leaps and bound of progress,  while other days, they are slow and painful, not actually painful, just urgh, come move. Ultimately, I know that I am getting closer to the end with the project.

I’m considering is export the textures out as PNG instead of TGA for memory size as some items don’t need to have large texture maps sizes and with the texture map sizes, they can be taken down from 1024 to 512, the next step I’m going to do a bit of testing of it,  now, I’m off to have a day off.

 16th April 2017 

Modelled a low poly skull, took me a bit of time, I honestly forgot how to model a low poly skull, my art skills decided to have some time off and glad that it came back

Then made the goblets for the blood shakes. Scaled them to the same size and dropped the props into the environment.

Unwrapped and added some base textures, blood shake glasses for the vampire. Some work on these will eventually make them look good.

Next time I come back to them I want to work on the skull texture and make the bone texture.

The kitchen fridge full of more stock

Now the dishwasher area looks much better and I am happier populated with the rest of the props.

The stock on top of the fridge, ready fried chicken in boxes, cheese slices, all ready for cooking.  I am sure it is health and safety problem with the fridge stacked up with boxes on top.

The texture for the boxes need a bit of on dirt and damage added to the box, also the books, I have really do need another pass, however, I am so nearly close to calling this done. I have a few more textures to rework and update on some of the meshes. The doorway mesh still does look great.

Nearly done.

22 April 2017

A bit of a week crazy week, with appointments and other personal matters, they had to be done additionally a little bit of a hiccup with software that needs to be fixed and once that is done,  I shall be back on the case with the Diner.


Jumped onto creating the characters orthographically, now as I’m going to create the characters in Zbrush I had to create 2D illustrations of them, mainly to figure them out of how they looked side on, also, I’ve never drawn the characters side on with a body. I wanted to get that out the way, especially with the alien single eye, that really did me in as I had to figure that out with reference images of cyclops.

Taken me a couple of days to get into the swing with Photoshop and character art.

Now, the characters look ok, however,  they will need iteration.

Those grey figures there, I put them there for this reason,  for the last half hour of work, I took a page out of Robotpencil work pipeline and created the silhouettes of the characters.


I normally would sketch out in line work, create a rough frame to work from, however, this would take a little longer and it would be messy. With the lasso tool, it’s much looser, quicker and cleaner. It is quicker to iterate and not worry about proper proportions and with those three grey sketches took me no time at all, twenty minutes and the other ten minutes was faffing around with the tool.

I may try a little more on Monday with the characters for the Diner.

After I I have all three drawn up, I’m going to sculpt them.

 24th April 2017

Illustrations were done, for now, I am happy with them, their side views look strange to me.

As I did each character I got faster making them, the lasso tool did the job much quicker.

I’m tempted to do one more character tomorrow.  See if I can do another one by lunch time.

These guys would be my first iteration, If I had time, I would iterate on the characters, as the first ones are a start. Each of them has a problem, the vampire does not biker enough to me, it’s the Fonz. The alien suit I don’t like very much, especially the vent on the side.  The zombie is a little plain, he needs stains.

However as I don’t have the luxury of time and I know what characters I want, I shall sculpt them and play around with them there.

You know,  I don’t think I’ll ever do orthographic like this again, I may do more quarter turns of characters instead, drawing them flat, does not work for me.

24th April 2017

Started on the Diner Owner artwork, as I I worked on the first character version I gave up and restarted the head, as it was not what was in my mind’s eye. Then, made the second version and was much happier with this iteration, I think the problem with the first one was that it was going towards realism and I am glad I restarted.

Today, I made sure I use the loop tool for practice and for fun, had a much better time making the character, quickly and cleanly.

Then eventually the Diner Owner was done, I like what I’ve done, although I am not happy with that Apron, however, overall I have the character out.

On the back of my mind and I think I may have mentioned this before, I could carry on and make concept iterations of the characters, however, I have a deadline to meet, that’s not the end of the world, I could do some improvements while sculpting the characters.

I think on the back of the diner owner character, needs a little bit of work,  I lost some steam while working and I blame a bit of fatigue… Tip; Make sure you get some rest and time away from work.  That apron is not good!  I am not happy with it, it looks janky and  I want to fix it. Perhaps I will sneak some sort of update to it and look at the character I may do something with his head in the profile, his chin and the back of his skull are flat.

Other things on my mind, I got to create the Diner staff member that is the player character.

I got one additional monster to create, well I got a whole batch of them. This one I will have to make time for the concept as I’ve not created it before.

26th April 2017

Started on the Female Mummy, had to collect some reference material for this.  I think this has been the toughest one.  Firstly, looking for reference images I two things crop up. One, generic looking mummy clip art, dear lord there is an overwhelming amount of them and secondly, sexy Halloween mummy costumes…. oh dear.

After looking high and low found some and collated them onto a reference board on Pinterest.  Then started to create the character, however, I encountered an issue this character didn’t sing to me as the others did, I think this is for a couple of reasons,  the previous characters concepts have been gestating for a long time on my mind. This one was new and as not singing to me yet, what a weird way to explain things. In other words and  not being arty about it, I was trying to work out the character,  took myself away from the PC to get away from any distractions, I  played some music on my headset and sketched the character out, from there once I had an image of the character forming and I was happy, I  moved onto PC to work on it further.

Dived into to creating a character with edge loop tools in Photoshop and started to get somewhere with it. At the moment it looks a little wrong to me, I need to check proportions and area on arm and shoulders, then fix.

Some more work and I have a face that I like and one eye is bigger, I may keep it or make it symmetrical.

Was not happy with the feet, so made changes to feet and now toes can be see.

The should and arms are wrong, I need to fix them. Just looked at the reference images and yep, need to fix the arms and shoulders.

The hands need a redo too, they are a bit wee too small and I should do them similar to the toes.

The headdress needs a bit of a rethink and some iterations, I’m not happy with it. Going to focus and fix this tomorrow and have the character done and dusted by the end of the day.

27th April 2017 

The work continues apace. Yesterday I got bogged down with the character concept, for now,  I am finished, well actually not a hundred percent finished. Fixed the propitiation of the characters arms and shoulders and happy to say a big improvement.

She got taller, I’m going to keep that,  I mean they seceded of God’s.

Fixed the eyes, I prefer them to be the same size.

Started to make variations to the headdress and I didn’t like what was being done and went back the original one, glad I did, played with scale, made it symmetrical.

Made another attempt with the hands, much better this time around. The waist cloth still needs work, I got stuck with it, back to look at some reference images for that, I may give her more of a dress from the wrapping cloth.


The character is better solidified in my mind’s eye. My next step is to refine her headdress, I may make it a little aged with the damaged areas with missing gems.

The side view of the headdress, that was a bit

I will need to make a better dress, work on the jewellery as she is royalty she needs the gold to show off.

Got additional information on the character, I have to make a human version of the Queen, this is because the Queen will turn from undead Queen to living Queen.  Totally forgot about that little detail for ages.

Once I finish the Mummy characters artwork, I’m going to sculpt one of them from start to finish and texture them too.

Another matter, I want to move stop doing line work when photoshopping the characters, it’s taking me longer than usual.

29th April 2017  

Fixed up the Mummy, created a human face and made a start on the back of the headdress, my time was short as I had to go out.

I got bogged down today with the character, I blame tiredness of a hectic weekend,  I started on the face again and reworked the eyes and lips, I was never happy with the result of the human face, by the time I got to the third one. Added more detail the character’s body. I was getting happier with it. My time was spent collecting reference material on Pinterest for the other characters in the game.

Spent my other time writing up new and updating character bios, building and a little world building of the Diner and its world, pretty happy with that. I won’t write about it here, now, perhaps in the future.

Still, on track with the work, I am going to start to sculpt the characters and I will start with the Zombie or the Diner owner have not fully made up my mind going to take me a short while to get back into the swing of things and on the side, clean up some environment textures.

1st May 2017 

A little bit of texturing I gave another iteration on some of the books as they need the work and some of the books need their emissive maps turned down. Going to go back on this at the end of the week.


Adding gold leaf strips, decals does help the books. Going to do a few more of them. But that will be at the end of the week.

Opened up Zbrush and this is where I left it with my own character.  Contract work really did take my time and the environment work I had done.


Nether the less I dived back in, it’s going to take me a day or two get back into with the tools and shortcuts, annoyingly I’ve forgotten where the shortcuts are, tip, don’t leave long gaps, very bad. Once the characters are done I’m going to finish the Baron.

Started on the head, as I always do when I blocked out the head and get some sort of form done.


Built the body with Zspheres, it’s how I started with the Baron a sculpt, it’s  so much easier and quicker workflow for me.

Once that was done, turned the Zspheres into a mesh for me to sculpt with. Afternoon bit of work, it’s OK.  Made a base short and trousers.

The morning and some of the afternoon was a  little texturing of props and relearning where the shortcut where for the software I’ll be back in the rhythm, hopefully by the end of the week, I shall have a zombie.


3rd May 2017

Progress on the Zombie worked on the head and still not finished with it, I think the next bit for me is to focus on the head and get it right and before I move onto the body of character as it is important, I really want to get it right.

The shape of the head is just not right, the jaw does not look like the illustration.


Checking and comparing with original head illustration, eyes and ears are lower, the nose is not the same place, I got time to sort those and a few other details out.

The next progress update should have the sculpt be closer to the illustration version if the head.

So, I didn’t stay away too long and edited the face closer to the illustration, better still needs more work on the eye sockets on with hair and mouth.

I got to say taking 2D art into 3D art is fun and tricky. Fun,  because I enjoy it, tricky because you think you have it, but bits of the face end up being off and to male sure that you check with the source image. One thing I must do is not do high detail to his skin. It’s supposed to be a little cartoon like and not realistic.

Some parts of the body done.  I really need to sort out his legs, they look wrong.  Going to be working on this further tomorrow

Get the head looking right and sort out the body of the character, even the posture, he’s  leaning forward.
4th May 2017 

Focused on the head today and really gave it a work over and I am happy with the result of work.  From yesterday to today,  I made it look better and closer to the original  2D artwork. I kept the eyebrows simple,  I may do something about them, as in add some detail to eyebrows, however, for now, I  shall leave it as it is.

The next step was to work on the hair, happy with the progress, I think I made two starts to it and I did not like them, I prefer this, but, it still needs work, as looks a little janky, a little lumpy,  got to make it smoothed out.

There is more to do with the head of the character,  I will have to redo the mesh the head to a higher resolution and polish and clean it to its final state, for now, I will move onto the other parts of the body and get them down.

Worked on the hands a little, not going to do the upper arm, as that is going to be hidden under the shirt. Woo, lookie here, Arms, with nobody. I did encounter a problem with the hands, I could not get the resolution higher, even when I applied it carefully. It turns out that the scale was wrong, the character was tiny, that was quickly fixed.

After the hands and arms,  I moved on to the shirt, got folds and the collar sorted,  it doesn’t look just quite right yet,  a bit more time to fix it should help to make it look more like a shirt.

The last thing I did was to amend the trousers, I have made them longer as the previous version was looking a little short, tomorrow I am going to focus on the trousers, shoes and then back to the shirt, I am going to block out a belt.

The zombie is still leaning forward and the centre balance is off,  I have to fix that soon, should be no problem.


The thing I noticed was the Zombie’s head in the illustration, the head was bigger than his body,  the sculpt did not reflect that, I will have to increase the size of the head a little.

So far I am happy with the progress as a whole, it would be good to have a fully finished first pass on the character before the end of the week and when I get back to it next week, I want to finish it in a day.


5th May 2017

Nearly finished, focused on the shirt, trousers and shoes.

Those shoes took a little too long, just forgot about a couple of tools and how to go about it, the tools I forgot about the crease tool, it helps to reinforce the corners on the mesh to keep the hard edges when smoothing. Finding it helped me to get the shoes done and sorted. There was another tool, I can’t  remember what it was called.

Worked on the trouser creases and avoid making it realistic, I think I avoided it,  there are some lumpy bits left, that I need to get polished, however, I am pretty happy either result.

The shirt and pocket are done, I’m happier with it.  The pocket was a challenge, after sculpting  I had to get the pocket onto the shirt. Problem was that the shirt surface was not flat, used a tool called Push to Form which shaped the pocket to the shirt, took a couple of tries, but now done, phew damn good tool


Just like the trousers, it needs more refinement and I need to look at some reference images.

A day or two of additional work is needed to sort out the belt and buckle and add the belt loops, then some cleaning and polishing.

Almost forgot, I got to roughen up the shirt with tears, cuts and holes.  especially one of the sleeves, that needs work.

I think the lumpy bits can be removed by redoing meshing the model at a higher resolution.

8th May 2017 

Progress today, After a frightful start, my PC was not working… it was left on all weekend and I swear I switched it off. After sorting it out, I sweat it was about an hour or so the fear of please work.

Head turntable, sorted out the hair further,

body turntable, The sleeve was sorted out and cleaning and refining the shirt and trousers.

I know you like hands, so here is a hand, a bit more detail work added to the hand, I may do some further work on the hands, age them a little.

Despite the fear from this morning with my PC,  things are kind of on track, I think. The next thing is to continue to sculpt the characters. I still got to do a couple of things to this character model mainly I have to add a cavity to the inside of the mouth, as well as teeth and gums. I’m also going to paint the zombie, to have a give it a look.  But first I must do the mouth.  Not to forget,  I got to sort out environment sometime this week or the end of the week.

Late Night Diner Environment modelling Part 7 – Formally: Science Fiction Environment to

More ramblings.
1st April 2017
Hello, back again, I made a list of things I had to be done and I ended up doing them. Lists are good to focus on things that need to get done.
3d model
  • Kitchen tools
    • Knife set – Done
    • Pots and Pans – Done
    • Ladles – Done
    • Chopping board – Done
    • Washing up liquid – Done
    • Veg Box – Done
  • Condiments area – done
  • Cash counter – Done
  • Entrance to sort out
  • Sandwiches  – Done
  • Sort out textures for props, plates, forks. Done
2nd April 2017
Sandwich day, honestly, I had an itch to make a sandwich for Sunday, got it modelled and textured, one texture map I added Bacon, Ham, Sausage, Cheese, Tomato, Gherkin, Lettuce and Bread all on the same texture sheet and I got space for a couple sandwich other fillers.
Pretty happy with the result, a couple of issue with the seems.
Then, I could not resist I added some mould to the bread. This Sandwich is definitely not good for human consumption.
The Sandwich on the counter looks deadly to eat, however, not for aliens, they eat almost anything
Side note, I had to fix the mesh colliding that was colliding into each other,  you can see the tomato sticking out of the bread.
Sandwich tower sorted, don’t eat anything bigger than your head.
That protector box is now full, it is done 😃
Out of the box view, there is some mesh clash with some of the sandwich props, I may fix that later, however, for now, I can get away with it and it is not important.
View from the other side of the sandwich.
The sandwich tower again, looking better after the clashing meshes were sorted out. I will come back and work a little more on the texture, may make the texture a little more cartoony.
Started on the chopping boards and delivery box, the chopping boards were done quickly, due to them being simple box shaped.  Made a start on the cardboard delivery box, need to add some further details to it, perhaps branding, however, I will have an update tomorrow.
Yeah, I’m  impressed with the chopping boards, I can do more with them, I may leave them like that.
There is something I got to be careful about going down the rabbit hole,  things never seem to end with the props and I got to stop, I should really focus,  I should really give the kitchen counter textures the second pass, as they need to be worked on and that will be on the next up. This time I am going to do the entrance area, I have to, it is way overdue.
3rd April 2017
Dammit, I didn’t do the entrance area again, I promised myself and forgot, I got stuck into the kitchen area on the project.
Full steam ahead. Made them knife sets for the kitchen. Simple mesh, they all share the same handle and three of the blade share the same texture space, not, exciting, however, if I can be smart about the textures use, I can reduce wasted textures and I’m happy about that as I still use the space for more items.
On a side note, the Ladles do not look quite right, I’m going to play around with the textures to fix them.
After working on Albedo, roughness and gloss map, knife set, looks like knives. There is a temptation to add a normal map, however, on second thoughts I am going to resist.
The reflection is doing that metal gear solid five flash thing, well sort of.
Made a start on the box.
The kitchen ovens, cookers, counters and sink really did need a revisit, pretty glad I did.
Cleaned up the textures and make them less busy. Much happier with the newer versions.
I may play around with textures for the sink as it needs a little bit of detail.
The sink area looks empty, I may need to build a drying rack, add clean and dirty dishes. I have space on the texture for some dirty and clean water texture.
Some of the texture props in the kitchen still look busy and messy, I will amend them on another visit and further them.
A little bit too reflective and may play around with the roughness to break the reflectivity.
Look much better as a kitchen.
Some moody shots, also I forgot to take a picture of the box branding.
Going to give the pumpkin head a second go over, I like what I have, just need a bit more fire to the pumpkin.
I like the bottom two images below. The kitchen is looking like a kitchen now, honestly, I do not know what the fuss was all about.  There are a couple of areas to work on, like the shelves and kitchen window frame.

Having props in the scene makes a difference to the environment, I think my problem when I first was building the environment that it looked empty and I had to try and fill it up with props.
I shouldn’t do that, I should focus building the environment, then once that is sorted out and it works, then move onto props and fill the space.

My next visit is to finish the kitchen, finish the refining of the textures. Work the corner of the sink and do some other props like a drying rack,  washing up liquid and a few other things that don’t spring to mind.  I still have texture space in a few texture maps that need optimising and filling like the plates.
Tata for now.
5th April 2017
Guess what, I didn’t do the front entrance to the Diner, I promised myself that and then I saw the sink,  I had to resume work on the kitchen. The sink in the corner of the kitchen annoyed me and I had to do something about it.
First was the dishwasher, the 3d model was already made and left a while back, originally, the corner space of the sink was for the dishwasher. As the project continued, the empty space stuck out in a bad way. Ideas floated to create a dryer rack with dishes, that didn’t work, it needed a dishwasher.
The dishwasher model was found and reworked to improve it, the previous version was not working anymore. This time the dishwasher door was left open to be able to see inside.  A dishwasher rack was modelled and plastic Jerry cans. I swear to you, I couldn’t resist it.
Dropped the dishwasher asset into the environment. Happy with the look, the only thing that had to be done was to bring the height down to fit in the space.
Added the textures to the dishwasher, now it looks like a Dishwasher….. with a strange glow beneath it.
The Sink surface just looked bland and flat. With the Normal map, a lot can be done.
Added a cleaning cloth and sponge, it looks so much better.
A close look at the sink, so much better and I am a happier about that, although it is a little shiny and I did check with commercial kitchen photo references, they are quite shiny. However, I may bring it down a notch with the settings.
A couple of issues on the mesh to fix at the corner of the sink edges on flat surfaces.
Looking more like a sink area now, the little bits of detail with Normal mapping helps break up the flat surface and make it work, always those little bit,  just help to make it a little more believable.
So more jerry plastic cans. Created one model, then from there, laid out the four UV’S on a single texture map.
Made four different coloured Jerry cans, then made four different brands, witches oil, sun bleach, incubus washing up liquid and star disinfection,  I should have taken a screenshot.
So much happier with the kitchen now. Looks and works like a kitchen to me.
Bejesus, this project has taken a lot of time to do,  it sounds negative, I assure you it is not, the positive far outweighs the negative. I have learned so much from this project and I’m proud of that.  What started out to be something of a small project grew into a larger one, I think secretly I wanted to do all the Diner environment, honestly, it was a challenge and still is, followed with a heck of a lot of problem-solving, which I enjoy. Getting to understand, use to and still learn more about PBR materials, especially going from associates to really getting to know more about Normals map and how well they work.
One thing I’ve figured out while working on the project,  I should be able to do is one material texture for all the kitchen counter tops and cookers, something to try, although not now.
A few of my personal deadlines have been missed due to the expansion of work on the project, other work and being well-being ill a few times… Still, no excuse, I blame myself,  I fix the larger noticeable problems which do need to be fixed, however, I keep seeing smaller things to fix and when will those small problems end and how much down the rabbit hole I must go to finish them, so I should stop as there is something always to fix, I don’t want good enough, what I would like is good.
I want to wrap this up as soon a possible and move on to next project,  when the next environment project starts, I want to take half the time making it, I should be able to. The work is character work. Quixel and substance painter, here I come in full force.
With renewed enthusiasm and focus, I will spend the next few days getting this project finished. Dammit, I’ve typed too much.
8th April 2017 
After a few days of working, done that doorway, I have no idea why in the world it took me that long to fix it, but it did.
The Diner on the outside had the roof texture iterated on,  It’s one of the earlier textures I had made on and as I’ve developed on my texturing skills with better knowledge, it needed a bit of tweaking with the shininess. Now it looks improved, I may add noise the Normal map as shinier to give the surface a rougher look.
I’ve also changed the neon lights, before they finished at the doorway, now they go around the building.
Problems with vestibule, the entrance of The Diner, the door frame had to be enlarged and had to redo the UV,  it was too small and gave me gaps between wall and frame, grr.
The other problem I had was the models,  the meshes stuck through each other in the wrong places and not big enough for others, they had to be fixed, for now, it is done.  I am not a hundred percent happy with it, but, I’m going to move on and scratch my head about it and maybe come back to it later.
A friend of mine saw the progress of the project and made a couple of suggestions, they said the tiled floor was too clean and they should be dirtier, grubby and cracked.  So, I worked on the floor of the Diner made it dirtier and broken.
I threw myself in and started to create the cracks in the Normal map, a bit of experimenting, I started to get somewhere after a few funny tries that looked bad. I actually took screenies of them and they have been lost…. grumpy face.
I went to this
Then to this, a bit of tweaking of the gloss map. Not going to touch any more of the floor, it is done.
A shot in the kitchen
Happy with that now.

Played around with more signs.
I encountered a problem with importing vector art from illustrator into photoshop, the art would become terribly pixilated, I expect pixelated art, but, this was worse than my previous imported images, just looked really bad.
You see, my normal workflow is to work in illustrator, create packaging, signs and labels, as it’s vector based and  I’m quicker knocking out the flat coloured shapes. Then once I’m happy with the design, I drop the artwork into photoshop and work on it further by adding dirt, grime and rust.
So back to the problem, I had to resolve it, as it was messing up the workflow and if I couldn’t solve it I would have to change my process. The solution I found was to rasterize the final artwork in illustrator at 300ppi, then copy and paste that into photoshop, the result was a better looking imported image…. phew.
Bacon sign, keep calm and eat bacon, yep I was missing a bacon sign.
The empty restroom, I keep seeing this room and it keeps haunting me. I  think I must do something about it.
The team shot again, I really got to take a picture behind the counter.
More labels added.
After fixing and cleaning the textures in the kitchen, the kitchen looks way too clean and colour wise not much was happening. Need to make it a bit dirtier and used. This would be considered and looks unfinished. So my next step is to add a little dirt and grime to the kitchen surface textures.
And to add, it looks ok,  it looks a little boring because of the overabundance of metallic grey and the plain cupboards are not helping, they really need a texture overhaul and add some colour to break that metallic grey up. I also feel it needs some health and safety stickers.
10th April 2017 
This will not end, the Diner refuses to end. I’m at the point of thinking, this must finish, this is such a big project, lol, oh well, all I can do is work on it to finish the project. I cannot seem to go any faster on this project, perhaps, I will have to play some fast music.
Firstly the Diner seats,  I made some amendments to the texture, with the texture roughness and gloss maps, gave them another go over and they are better. Then the Normal maps were worked on. Again I think this was one of the first textures I worked on and it needed some bit of tweaking.
Without Normal map,
With work done on  Normal mapping.
Makes a huge difference to the look for it, gives it that extra the mesh for the model is the same.
If I had another chance, I would redo the seats differently from scratch, I would have wooden trim panels going around the base and around the top of the seat. Also, I would approach the mesh differently and have a better topology.
however, I am sticking to this one, as like it and  I am calling the seat model done.
Then I moved onto the Restroom, it has been bugging me since I had the space sitting there, I decided to go against what I would normally do and not do it and it would be dropped. But, I went back to it, I would never forgive myself
All the models were already modelled and unwrapped, The toilet model had to have the poly count reduced, it was a tad too high, after that, all I did was drop them into the environment.
Moved them around and added the textures.
For the toilet door sign, I may add a third figure, a monsters silhouette of some sort.
Dropped the walls, as these were already created, I just dropped them in and placed them.
Added the doors and frames, I this time redid the doors, as the previous cubicles doors were horrible, I got space on the texture to add door signs, not sure what I shall do, however, I will think of something.
Set up the textures maps for the Restroom set, they are all on the same text except for the basin and taps.

Texturing continues, things are a little too shiny for my liking.

I started to added dirt and grime to the basin and play around with that.
With further work on the grimed ended it started to get somewhere pleasant. I also experimented with cracks for the glass using normal maps, what I had done was cool Idea, but, I shrunk the cracked glass normal map I created and hey presto, it went all pixelated, I shall sort that out on my next visit.
Further, work on the grimy basins and was happier with it. Additionally, I added some cracks to the basin on the normal map, however, we can see as the image is compressed. Made the mirrors dirtier and less shiny, works much better.
Still, need to refine the paper towel and soap dispensers as the look non-shiny, I will double check that in the next session of work.
I redid the textures for the restroom entrance, it needs more work, I need to add some detail to it.
Going to work more on the toilet textures tomorrow,  use the texture base of the basin and work from there, scuff up the door and door frame then add the bins that I created, I will give another pass for the bin textures, I remember them being a bit too shiny.
There is the toilet in all its untextured glory, I am pretty proud of this model, yeah, I said that, because I remember doing a toilet for another project a few years ago, dear lord that was annoying, it looked awful and I gave up on it and modeled other stuff on the project, This one I like. 😃
The next session is to work on and clean up the textures in the restroom and add a couple more things to the room, as I write this I cannot remember it and I am not near my notes, I want to wrap up the majority of work for the Restroom in the early afternoon and then, move onto the kitchen.  I want to wrap up this project by the end of the week…. famous last words, then export all the meshes out and get them ready for Unity.
11th April 2017 
So today, did a little more work or the restroom, first I jumped onto the toilet….. wait, that sounds wrong, I started on the toilet. That one does not work, I created the texture for the toilet got that out of the way.
The toilet in the restaurant looks weird, I mean a toilet in the main restaurant looks odd, anyhow it will be put into its place.
Toilet added to the cubicle.
Now the sink and the toilet dirty, the rest of the restroom looked a little too clean and made the tiles dirty. It was nice to go back to one of the earliest texture I had done and play with that for a bit, added the grim and dirt to the textures. I was surprised that I managed to do it quickly and liked the first result of it.
Added the bins with the reworked textures, I wanted to get away from Silver and added a couple of framed images.
Over an abundance of images.
Now, as I the restroom was dirty, I had to do something about that and think of why it was dirty. The idea I went with was a sign notify customers why the restroom looks dirty and it is to calm the monsters down as they like dirt and it calms them down.
Will need to come back and sort out the sentence for it and fix it. I think I’ve got an odd sentence to fix.
On the other side of the door, I want to create a toilet sign, this was again I had a simple idea that took off on the first go and I was on a roll with these ideas working. Honestly, the door sign created itself. Pretty chuffed about this design, I really like this how this come to life, even the people looking at the monster.
There is it applied to the door, looks so much better than the previous one I did ages ago.
My stance is with the toilet in the Diner, that toilets are for everyone to use, even if they are a monster, we all need to go to the toilet.
I’ve just noticed that the Normal map on the door frame is inverted, I will need to fix that, damn, this fixing list is getting long, well, it’s not a big list just a few things. One plus side and the bins in the kitchen have turned to red and are slowly breaking up the silver.
The kitchen door I did not post any images of the update I had done to the door, added steel sheets to the lower parts and made it dirtier.

And I shall leave you with this view of the three dirty sinks and unclean mirrors, I got a few things left to do, I would like to sort out the cracks still.

I think most of all the restroom is done, I got a couple of things that I need to finish off for it and call that room finished.  I was asked to do a mop and a bucket, perhaps I may do that at the end of the day tomorrow, however, I got other textures to go over.
This evening I spotted a  problem with one of the meshes, the texture alignment is slightly off, I am annoyed with myself missing it, I am going to leave it as I have other stuff to finish off on my list and that has been added to the bottom of the list, like the entire Kitchen left to be done.
As said, I shall be working all on the kitchen stuff, that room only and nothing but that room for the next day or two. Going add some dirt and grime, to the walls and the props in there. Wish me luck,  we are almost there, so close to finishing.

Science Fiction Environment to Late Night Diner Part 6

Note: I need to fix the layout, I think there have been changes in WordPress and it has messed things, ahh well, I have to adjust and conform to new changes.

Enjoy my Ramblings. 🙂

16 March 2017

I have returned, getting back on track with the environment.

Getting back into the environment work is getting back into gear. Just been a little slow for a day, however, done a few things, Looked over some of the textures. As the game is supposed to be colourful, the environment had too much metallic grey, I decided to add colour to some areas to break up the metallic silver and make the environment, like making the kitchen door red.  Made variations to the cake and worked on the back wall. I prefer this look.

I shall be at top gear soon.
It has been a slow week for me and returning back to the project with fresh eyes and looking at some of the assets especially the counter, I think need some amendments, it looks a little flat, I may need to do more with the Normal map to add extra detail. For example the kitchen door I updated looks so much better and most definitely helps to break up the single colour of wall and door.
Most of today has been collecting more reference materials for specific parts of Dinersĺ. Fixed the size of kitchen service window with all the orders receipts.

As I get into the workflow, today has been creating more Diner assets of food signs, like Pancakes arrows and packaging for food, like boxes and lines for the kitchen and behind the counter. As currently, the kitchen looks empty.
What I’ve noticed in reference images of Diners is that they are cluttered with random restaurant related things, got to find picks. I got to be smart too and not go out of control with assets. I’m going to keep to square and cylinders for packaging for stock.

17th March 2017
So getting back to this, creating packaging for the props, as the diner looks empty. Packaging for supply boxes. Looked at some reference material of vintage boxes.

The counter scene, I still like this area, the colour works, with each update to it, it is looking better. I really want to make changes to the countertop texture.

Closer to the service window, better sized now order receipt, much happier with that and Lee’s Bake beans tin. 😃 Going to play around with little further.

The boxes on the fridge. Colour! Really does help to break up the monotonous metallic silver.
Ceiling needs a rework, it looks ugly and out of place. Going to refer to reference images.

Most definitely going to rework that ceiling and No smoking sign, I have not done that.
20th March 2017
New Ceiling and Trim are done, thank god, it is so much better, the old one did its job, but the more I made improvements ob the environment the less I like the old ceiling.
This was a job on Sunday or a pain day, this all started because somehow I  had moved the verts ever so slightly down, like by a milometer on the ceiling trim and this caused the modular model to drop on one side, could not see it as it was a tiny detail that could not be seen. When the modular parts were put together it slowly took the next piece a little down, so on and so forth, when the connection did its full loop and connected back on itself as a circuit, it was a big drop. What a headache trying to problem solve it, found it, I cursed myself for being an idiot, fixed it, finished creating the ceiling and moved on.

Obligatory shot of team. Those picture frames and food pics need repositioning and some scaling.


More view of the ceiling

Ceiling colour change, I went through a few variations of colours, originally, I was going to keep it grey, but, that looked boring, eventually, I settled for red. The ceiling is a nod to an environment from another game I like the look of, Overwatch. Has an awesome Diner.
Compared to the old ceiling this is so much better looking.



As the ceiling went higher due to ceiling trim, space opened up above the menu boards, normally it would be aww dang it moment and this needs to be fixed with problem-solving,  however, it was a bonus, as this time, I was able to increase the size of Menu boards and bring them down from four to two, now, they look better.

I think I may need to curve the sandwich board as there is a bit of space on the ends of the board, something I need to think about.
The counter has had some work done to it and I am really happy with it, it is nearly finished. The previews counter looked flimsy and dull, it had no weight to it…. really odd way of saying it looked bland. Chunkier works better in this regards with the environment, on my next visit to the counter, I should have it fully finished.

The pictures above and below of the Diner is closer to my mind’s image of it.


I got to say after that weekend of not giving up and sticking with the work, I am really liking the new version of ceiling and counter for Diner, I can finally think it is really is getting there and that it’s getting there.

After the counter is done, the next step is to work on the Diner wall, fix some of the detail and break up the flatness/blandness look of it.
While going over what needs to be done, I spotted a few things that need to have another pass and ideas that ran through my head.

  • There is no, No smoking sign and I need to get one done.
  • The normals for the floor tiles, they need to be sorted out, as there is an inconsistency, All white tiles go up and black tiles go down.
  • Need to fix toilet door, as door handle is off its target.
  • Salt and pepper shakers look a wee bit too small.
  • I got to sort out the entrance doorway to the Diner, as there as some issues with alignments and it needs a little refining.

Reviewing the environment, I got a couple of dead spaces in the Diner. The corner of the entrance to the Diner and the space below the chalkboard.

The temptation is to move the Diner and entrance along one modular wall and add another seating and table to fit in the corner or put a telephone call box.
The other is cash register checkout and waiting space.
The space below the chalkboard may need to have a condiments table as that space is driving me nuts.22nd March 2017

After a day off, I returned with a vengeance, well no, not really, just happy to be back after having an awesome day off, sometimes you need that.
A shot of the crew, again. Today work was on the Diner wall, the Normal map of the floor, created additional posters added to the environment and finishing the counter for now.
Today’s work had small changes, but, I promise, they do look different.
Pics are a little dark with today’s screen captures. The Diner is looking more like a Diner.

Ceiling lights need to be done, I did one, it’s waving at me, reminding me that I am not finished.

That corner space is killing me in the image above and below.


I really got to add lights on the centre ceiling panels. On another note, it so looking like a Diner.


The counter is looking better and I am going to leave it there. I can see a couple of spots that I have to come back to fix later when I’ve figured out how to fix them. I have space on the counter texture map for additional space for extra textures, thinking about it, I may add a different texture for the other side of the counter.


Added more posters to the wall of Diner. Remember what I said about the space next to the door, I need to fill that space, as that is dead space and I’ve not forgotten and today, I wanted to focus on the wall texture to amend and improve it, it’s better, just not fully happy with it. I will come back another time to visit, other parts of the environment need further work.


The posters done in Illustrator, I like them, I am tempted to do more, but I got to focus on kitchen environment and sort out the dead space, as I have the counter texture, I can use that.  It was good to add additional poster art by using up remaining space on the texture sheet.


Tomorrow, going to change a few colours and fix on the flavour dispenser and give another pass on the milkshake maker,
rework the plates.
Salt and pepper shaker resize.
Perhaps make the counter for the corner of the Diner and use the textures I already have.

23rd March 2017

More fixing and sorting.

Firstly something I can do about, that corner piece has been annoying me, you can see the join, so easiest step I could find to do is to look at the normal map and add a fake edge trim, look better in the third one.

Sadly, I can’t keep it, as now on the rest of them models, it repeats too much and it looks bad on the rest, however, I have a way out, I have enough space on the texture map to reposition the corner mesh in the space of texture map or flip it, back of my mind it may not work. But I will still give a try.

The kitchen ceiling looks better in new updated version, it was totally worth redoing it, This time it doesn’t stick out like a saw thumb.

Just a reminder, this is how it looked like.

I must move that picture on the wall it looks lost behind the boxes. 😃

Another obligatory shot of the team.

Took me a long time to get around to it and I have finally done some window blinds, strangely I like this view, I just was doing test shots of the broken blinds.

First, pass on blinds, I got to add some colour and play a little with the blade of the blinds, they are too close together, it just like like a wall, going to try to do something about it.

I have ceiling lights sorted out now, I was going to use the red lamps, but they got a little packed for my liking and I didn’t like that so I stuck in the ceiling lights.

Yeah, I am liking this more and more.

Another view. There is a space on the counter next to the fridge,  it is sticking out to me, I may fill it up with some, or change it, it looks empty. What would a Diner owner do with that empty space? Time to look at some reference material.

This was the start of trying to figure to fill the space. I got a good idea, just need to figure it out, I did not get that far. But I am determined to get something there.

For the condiment and the cashier counters, I reused one of the counter meshes that made earlier and created a few new variations of them. By using the meshes that already have been made the job for this bit was much quicker and easier, it saved the time of redoing and fixing the UV mapping from scratch.

Looks exciting, doesn’t it?
They didn’t work and I am still not a hundred percent happy when they are put into to space, they look clunky and look awkward, space does not want to work, I think it’s the corners, they are too round, I blame them. I am going to look at some reference images for condiments and cashier counters and solve the problem.

24th March 2017

The condiments counter, I do have an awkward space between counters, I think I have the solution for that. I am going add the curved part of from yesterday’s mesh I created. It needs the condiments on there. I’m not sure about the doors in the front, they look a little wide to me.

Another exciting view of the prop, I’m making it exciting for all.

The Welcome counter, it’s one of the meshes from yesterday. I cut into the back of the counter to give more space for someone sitting there. to give space for stool and person to sit at.  As I’m happier with this counter. I’m going to add a cash register, perhaps with a sign saying something, plus a couple of other stuff that does not come to my mind.

There is a temptation to add a divider between the counter and the Diner seat. However, I shall give it a review when done the whole thing.

Can’t help myself and create the rules for the Diner. Places have rules, especially this place, the Diner needs it,.
I have a further list of rules to add to that needs to be a wall poster.

May need to play with the texture size and the text on texture has gotten a squished…. it’s a technical term 🙂  Today was a slow day of work, as I had visitors, a nice welcome break.

27th March 2017

Stuck into the condiments area of the Created the corner part,

Started populated the area with sauces and stuff, although, the cutlery is a little too big.

and created a base for the mayonnaise bottles, need to create the branding and texture it,  these are big bottles, monsters seem to love mayonnaise, don’t you.

Fixed and reduced the size of the giant cutlery, blimey a bit too big. For now, the cutlery looks good and for now,  I shall return to them later to give another pass over. At the moment it is using a texture from another set.

It is getting there and I am much happier with the space being used it is using I may add a bit more to it.

Something I have been thinking about and this is after I have finished the environment,  I’m going to have a look at the texture props for plates, cups and cutlery, I think I have been wasteful with them, I got a few too many, I’m going to combine them into one texture map and optimise them.

27 March 2017

Today has been a weird day for work, I was spaced out and tired, I blame the clocks going forward.
Over the weekend I spoke with my partner and we talked about the 3d versions of the characters for the Diner and was asked why should I not make 3d models of them. Come to think of it, I should do that.

Time for cash Registers, built the model of a cash register, using reference images of course. I wanted to do a retro cash register, with big chunky buttons.

The reference I looked was the  NCR Class 51, I like the colour of the cash register. I start with base colour.

Started on the Normal map, wait, wait it will get better.

I still have space on texture map and I will probably add a bit more detail to the cash register texture and mesh, there is a bit too much space on the mesh, looks a Fisher price toy, this one looks worse.

At the moment, it does not look great, however, I got two options, start a new one and forgot this one, or spend more time on this one and improve it, I may change the shape of the buttons, as they look odd, perhaps make them all square shaped and  it needs more buttons with a branded logo. Still thinking about it, I honestly think I should do another one, this does not look good, it looks weird.
More labels added I got one more sheet of labels to create and still have another one to fill up, I just like these images.

28th March 2017

I went back to the cash register mesh and reworked it, I couldn’t let it go as it was, I really did not like it. The mesh had additional buttons and reshaped, pulled and moved the main body of the cash register and suffice to say, I am happier with it. However, I am glad I did not start from scratch.

Further work was done on the texture and now, it looks better.

The back needs more work, may need to add credit card sign on the back of the cash register.

The keylock front of the cash register keylock is not finished, it makes it look janky. However, that aside, it looks better, much better than yesterday versions.

A couple of fixes and additional work on the normal map is needed, especially on the side parts, there is an edge trim that goes nowhere….. Need to fix that.
Also, I need to add a brand logo on the model, I think this should be finished tomorrow morning.
Close up of the buttons, you can never have too many buttons for refunding and help. The button text would still need another pass, as some are hard to see, I also need to do some work on the receipt.

A little bit more fixing and tweaking to this tomorrow morning and then I shall move on to the next thing in the Diner, maybe something else for the cashier desk or work on the condiments station, maybe even the kitchen.
Made a little moody shot of the Diner with the new item, the picture was not necessary, I just wanted to do it.

28th March 2017

Cleaned it up, fixed some UV, resized the keylock added some extra detail and made the side of the till rounder. Much happier with that. Onto the next thing.

The credit card icons have been added to the Till, yeah much better.

Shrunk the credit card notice, now it fits better with the Till.

Then made a horror film title cover for a bit of a laugh.


Redid the kitchen extractor, much happier with it this time as the previous one was really janky and was sticking out.

Started to model books, why books, recipe books from hell, who’s not going to keep their books of recipes for all tastes.

Dropped the 3d models with a simple texture into the environment, errr, it looks a little garish.

A little bit of work and the books added above the cupboards and iterated on the textures of the books, some more work is need on them.

A higher view of the kitchen with all the books in place, I think. I moved around the cooker and chip fryer, looked like a fire hazard before, now, it’s less of a fire hazard.
The books, I reckon will still need to be moved around and placed.
I’ve started to really enjoy working in Normal maps, that sounds silly I know, it is a powerful texture map to work with and I am probably going to experiment more with it, you can see some results on the kitchen extractor, that little detail makes a lot of difference.

Emissive map added to the book covers, now the gems glow, I may add text add via the emissive map. I still have a normal map to add to to the book covers and that is depending on memory budget, I may or may not that.  I am going to reduce some texture map size to help with the memory.

Not the most exciting shot to leave with, however there it is in all its glory and it is getting there.
Honestly, it is nice to go back and rework and improve some of the assets that really did need to be improved on, as the previous models looked distracting in a bad way. Also, my focus was to be the main entrance of the Diner, well, I will have to do that for next time and stay on focused on that.

I lied, here it is…… It does not look any different, actually, it does, well a little all the salt and pepper shakers were changed, made them chunkier and bigger.

See you next time.