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Checkpoint Charlie (Project Breakdown)

This is a detailed breakdown of my recent "Checkpoint Charlie" project. The main goal of this project was to create a game-ready environment that used as few materials as possible. Structural elements such as internal beams and external walls provided me with a perfect opportunity to expand my knowledge of RGB masks, bevel trim sheets and tiling textures. The hybrid trim sheet method, which combines trims with uniquely baked assets, was used successfully to further reduce the number of materials while also boosting the material's reusability throughout the scene. These techniques combined allowed me to maintain a high level of detail while also adhering to the project's texel density of 1024 px/m. The final model consists of four materials, utilising 4K textures for improved visual clarity. The total polygon count is 261,367 tris, with the sandbags accounting for 188,676 tris. This higher mesh density was necessary to preserve the sandbags’ silhouette and maintain a high level of detail when viewed up close. All models were made in Blender and textured using Substance Painter. Marmoset Toolbag was used for texture baking and to generate the final renders.

https://www.artstation.com/artwork/x3gvVX

Wireframe - Exterior

Wireframe - Exterior

Wireframe - Interior

Wireframe - Interior

UV - Exterior

UV - Exterior

UV - Interior

UV - Interior

Material - Hybrid Trim

Material - Hybrid Trim

Material - Trim Sheet A

Material - Trim Sheet A

Material - Trim Sheet B

Material - Trim Sheet B

Material - Glass

Material - Glass

Base Color|Emission|Normal|Metallic|Roughness|Opacity

Base Color|Emission|Normal|Metallic|Roughness|Opacity

RGB Mask - Exterior

RGB Mask - Exterior

RGB Mask - Interior

RGB Mask - Interior

RGB Off | RGB On

Cloth Simulation