Post Apolcalyptic Grenade
Introduction
Hi everyone. My name is Yura.
I have been working for Trace Studio for almost 6 years. I am currently a Senior Weapon and Character Artist.
Project
I’ve based my asset Postapolcalyptic grenade on the concept of an artist named, Julia Zhigadlo.
I’ve always wanted to make something freer for my portfolio, something improvised, and this concept was just what I needed.
To tell the truth, I didn’t try to make a game-ready asset. This is a speedwork (like a speed sculpt). I spent in general 3-4 evenings on this work.
Blockout
It was a very simple blockout. I went straight into making the high poly cans, handle (pipe) and nails for extra pain.
Highpoly
I decided that if I make cans in Zbrush they won’t be so cool and quick to make. And I sent it to Marvelous designer like a garment without UV. A big plus of this method is that I saved the topology.
The insulating tape was made in Blender which I made like a mesh for garments with UVs.
I then made a real thread on the pipe.
Here, I used only OrbBrush except for standard brushes. The Bevel was made with a polish brush.
I didn’t do a lot of detail(s) for the cans, because I can do it in the textures.
Lowpoly
Because it is a personal project I didn’t spend a lot of time on Lowpoly. For the nails I made a decimate for lowpoly. The Other parts were made from the source in a blender.
Except for welding. Here I made a boolean weld part and cleaned the topology.
Bake and Textures
For personal projects I use UDIM. The only problem with it UDIM is baking in marmoset. You need to have 2 low poly for marmoset and SP.
(I really want to support UDIM in marmoset)
The first part was a base color for cans in PS.
1) I made holes for cans in Zbrush and grab them like a height map.
2) I try to make textures as procedural as possible. In the main layer, I have only a soft mask for rust for example. And after I use anchors for everything.
Welding
Render & Lighting
It is simple. This was very standard work. I used 2-3 backlight squad areas and 1-2 front lights. You shouldn’t have overexposure.
And in PS I made some details lighter.
Thanks for reading.