Assignment 1 - Lost Idol in Hidden Temple
These are the image references that helped me understand the shapes and materials idols are usually made of. They also serve to help focus my aesthetic, I was particularly inspired by the masks from Crash Bandicoot and the Tikki culture of the indigenous Polynesian people of New Zealand
These is my concept sketches, trying a few designs to see which one feels best. I knew I wanted a 'T' shape for the eyebrows and nose as well as the big rounded lips with showing teeth for the mouth. The head shape and eyes I wasn't sure on so I had a play around with shapes to see.
(My on paper drawing skills are horrible I know 😅).
After nailing down my design I sketched it again on a computer with a higher level of detail and added some colour.
I liked the smoothness of this head shape which helped make the face pieces pop more. the area between the eyes and mouth felt a bit empty so I added some face paint markings to fill the gap and it really came together from there. As for the eyes I was unsure what to do so I asked Mo and he suggested to add some gems which I really liked so I went with that.
Some progress shots of the modeling process.
These are my first attempt at modelling the idol and applying a smooth. I made a few errors with the topology, by not joining a few of the loop cuts after I merged the eyebrows, nose and mouth.
After a lot of tweaking and fixing I managed to make all the topology line up.
Notice there is no crease at the top or bottom of the nose anymore, and the the eyebrows have a much straighter wireframe
This is the final smoothed mesh I will be importing into Mudbox. (same as wireframe above)
I'm pretty happy with the overall shape of the model.
The main things I will be adding in Mudbox are some details like cracks and bumps to make it look ancient and aged by time, as well as the face paint decals which I will be making 3D to make them pop more.
l I also plan to make some cavities where the eyes should be so that later on I can add the gems
Here I was able to add some deformations as if the head has been slightly eroded. I also carved out the eye sockets so they would be ready for the game stones in unreal.
After 5 levels of subdivisions I was happy with the detail of the model and had all the modifications I set out to make on the model. I am now ready to export to substance painter and start texturing.
This is my initial UV that had the issues with topology.
I had so many errors when importing into substance painter, and it took a few tries going back and forth to fix them all.
This is my modified final UV that has much better topology, it also made the model look a lot nicer after smoothing.
Textured UV
Quick Reflection:
I did end up making a mistake here due to lack of knowledge.
I didn't think about utilizing the 2048x2048px space that the UV is confined in in an efficient way and as such I have a lot of wasted space which could have been used to have higher detail on more prominent features. But instead I wasted it on parts of the model that wont even be seen.
I know for next time now and in future my textures should be better.
Diffuse map
Normal Map
Metallic/Roughness/Ambient Occlusion Map
Here is my final model for importing into Unreal Engine
To set the scene:
You arrive on an island untouched by modern man, treasure map in hand, tales of untold riches fill your mind, you notice some
tribal markings on the entrance to a rocky cave that match the map and a smile cracks across your face. You venture deep inside the cave, cutting through overgrown vines, avoiding poison dart traps and snake pits until you see a light at the end of the tunnel. A ray of sunshine reaches down, illuminating the dark cave room, you walk trough the hallway and into the light, as your eyes adjust you see it, the fabled lost idol of the Polynesian tikki tribe.
My design choices were all made with this brief in mind, I wanted to go with the classic Indiana Jones style lost temple, but with that Polynesian tikki aesthetic. I chose this because I was a big fan of Crash Bandicoot games when I was younger and was inspired by the masks from the game. I thought back to the imaginary people that would have built this room and what they maybe would have built to honor their god idol. I love symmetry so I knew I was going to have a symmetrical center piece for the back wall, I added some engraved stone pieces and a shelf where people of the tribe would leave offerings in jars and bowls (which you can just see in the rendered shots). The squared design also helps draw focus into the middle of the room where the idol sits. I used a lot of brick wall and stairs because I wanted to make it feel like this room would have been the pride of the tribe back when it was created, everything near the idol needed to be carved from stone purposefully.
For the pedestal itself, I tried a few different versions but they all seemed too geometric, I like the design of the final one here because it looks like a single piece of stone, like the people of this tribe rolled a giant boulder into this room and carved it out of that. The pattern around the top of the pedestal also matches really well with the symmetrical back wall which further drives home the atmosphere and aesthetic.
Once all the big pieces were in place I started to add some plants. I didn't want to go too overboard here as the only source of sunlight for plant life to grow comes from the hole in the ceiling. So I kept them mostly in a straight line aligned with the pedestal as that's the path the sunlight would travel throughout each day with the strongest afternoon sun hitting the back left corner where the largest plants have grown.
When I was at this point it still felt like something was missing, I decided to add some detail for the roof in the form of stalactites that had formed over the thousand+ years this cave has laid untouched. Sadly there wasn't any stalactite models in Quicksil, so to get around this I used some boulder models and stretched and warped them until they fit the shape I was looking for, I think it turned out pretty well.
Overall I am very happy with how this project turned out, I managed to stay true to my vision from the start and got the image I had in my head out onto the screen so I'm pretty pleased with that. It was a fun learning experience, I'm glad I now know the full pipeline for creating digital assets.