Game Ready Modular Sci-Fi Corridor Set

So I’ve made a start on a game ready, modular sci-fi corridor set.

I’ve created the basic low and high poly models and now I’m starting to texture the high poly model. When the high poly model is finished, I’ll bake all the maps on to the low poly models. At this moment in time I’m not sure if I’ll do one big atlas, or single texture maps for each segment. I’ve got a long way to go before I need to worry about that.

I did a high poly model of the floor panels and created the maps with that.

The high poly corridor meshes aren’t too different to the low poly. Just bevelled edges and then a sub-surf modifier applied. The detailing will come from textures applied to the high poly model.

The good thing about baking selected to active, it takes in to consideration the actual geometry AND any textures applied to it. Essentially the whole combined result. Which is really useful. This allows me to go a bit mad texturing the high poly model and not have to worry about number of textures or size of textures etc.

I want to finish the floor texturing for the curved sections. So the corner and tee sections. I’m not too sure the best way to approach it so that it’s seamless with the straight floor panels. What I might do, is cut the floor out and export that as an OBJ, and then create a high poly version of the floor to create the textures that way. The problem is, where the sub surf was applied, the geometry isn’t in the right place to simply cut the floor out that easily. So I’ll need to adjust the geometry first so that the edge of the floor follows the curve properly first, and then I can cut it. The picture below shows my problem.

Floor panel texture. High poly modelled and then baked.

When all the core texturing is done, I’ll be going over and detailing dirt etc before baking the final textures.

I managed to sort the edge loop problem out. There was a very very tiny triangle that was causing the horrible sub-surf. I only realised after zooming right in. -.- Oh-well, I now have the correct edge loop that matches up with the straight floor edges.

I finally managed to cut out the tee and corner floor sections after sorting the mesh out.

I’ve started on the high poly version of the floor for the tee section.

This is looking good cypher. I’ve played around with making sets like these too. I usually divide mine into 1 meter sections so that everything fits together by placing a new object at every meter like a 3d tile set. Is there any reason you decided to make the T-section once piece with adjoining hallway sections rather than just have the T section itself and the hall sections as different pieces? Is this to work with your game engine, or does it work better with the baking process?

You posted this image earlier. Is this the high-poly, or low-poly version?

If it is the low-poly version, then there are way too many edge loops between the floor and the wall. You should be able to get away with only 1 or 2 loops right there.

Also, are the copied panels linked duplicates, or simply duplicates? Using Shift-D to duplicate makes two seperate objects, whereas Alt-D makes two of the same object (so if you go into Edit mode and modify one object, it also modifies all the other ones), which saves a LOT of memory space. Sorry if you already know all this! I just want to make sure you are aware. :slight_smile:

@PhantomW - Well they’re not really entire straight section pieces. It’s just to where the bounds of that segment reach. All the segments are within a set square bounds.

The problem with going with really short, one meter sections, is when you start to use it in a game engine. You naturally have to use a lot more pieces to put a level together and then you may have issues if you are baking any lighting, as well as some other general lighting issues.

@wolverine96 - ooooh no, that is the high poly model. So I can go crazy with edge loops :smiley: The low poly version is actual very low poly.

To your other question, those are not copied panels. That’s the result of one panel having it’s textures baked to make a tillable texture :wink:
EDIT: Hang on, if you mean the panels on the tee floor. The whole floor is one piece and everything is carefully modelled individually so there’s no repetition other than when I want it. It’s more work going like this, but the end result will be a lot better. As I’m working on small sections at a time, my computer is more than fine with it.

It’s like an inception of high poly models. High poly model of floors etc, that are baked to high poly main mesh, that will be baked to low poly mesh finally. Any of the high poly texture creating stuff are being done in separate .blend files to stop everything getting a mess.

Here’s an example of the low poly. So its a real nice, clean mesh. It’s already pretty well optimised, but there is one or two more things I can do to it. You get the idea though :slight_smile:

and then the high poly…

isn’t it still quite high poly ?? i mean you don’t really need that much loopcuts on a flat surface

Yeah but it doesn’t matter. The high poly model isn’t the end product so there is no point in me trying to optimise the mesh. Its the textures and the low poly mesh that matters.

Yeah but it doesn’t matter. The high poly model isn’t the end product so there is no point in me trying to optimise the mesh. Its the textures and the low poly mesh that matters.

EDIT: I just noticed the picture of the low poly wasn’t actually showing up

This is the lowpoly

This is a good inspiration, op. I think I’ll continue my similar project, Titan Station.