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Sprint 3 - Design Comps

This week, a large majority of both environments have been modelled (~2hrs)  to their fundamentals. The main focus for me was producing the design comps, which I did by setting up a camera in one angle of the environment that captures a scene from the wireframe. All objects in that shot are UV mapped (~4hrs) then brought to Substance Painter for texturing and rendering (~7hrs). The final results are seen below.

The warehouse will contain a wide space for the user to work with. The green platform as seen on the right-hand side of the design comp is a dropbox for them to deliver the correct components, which are found in the scaffolded aisles. These aisles are labelled by the icon by its front, which determines what parts for which piece of furniture is found.

The living room has a more simple design that will probably be tweaked and improved over time. Boxes containing the building components sent from the warehouse and are delivered through the chimney. Both of these design comps are based on the departure (6a) and arrival (6b) wireframes.

This took more time than expected because of two challenges. Firstly, I was going back to UV mapping often because I misunderstood how Substance takes in UV information and shading. The other reason was experimenting for different styles in which the environments will look like. I went back and forth with different colours and materials to try to find the right aesthetic, but still, feel like I haven't nailed it yet. Lighting also remains an issue in these comps but will be fixed once brought into a-frame.

While its been a challenge to work with different styles that I think fit, I feel that doing so in Substance Painter has been a great opportunity to learn more of the interface and what it's capable of. I have prior experience with Substance but I've never used masking as much as I did for these environments.

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