In Art Spotlight, we invite Sketchfab artists to talk about one of their designs.
Hi! My name is Kimmo Kaunela and I´m currently working in the game industry as a general 3D artist. This is a small walkthrough about my Wall Terminal project.
This model was part of my real-time environment called “Zer0 Gravity”. It was a sci-fi space station environment with the 80s twist. This model was designed to control different things in there like doors, ventilation etc..
I usually start my projects with a Google search. In this case I wanted to look for different 80s objects like TVs, computers, remote controls and anything that contained interesting shapes. I don´t usually collect huge amounts of reference images but instead I´m trying to get the right mood in my head. I watched some tv shows and movies from 80s to find the style that I wanted to achieve.
Modeling was a pretty straightforward. I created the hi-poly first in 3ds max. Then I made a simple low-poly. I decided to actual model the keys because my testing showed that a simple normal map was not working and I needed more silhouette. Low-poly ended up being 1820 tris.I also mirrored some parts in my uvs to save space there. I wanted to make a model that looked good but at the same time was very optimized.
I baked my maps in xNormal and then combined maps together in Photoshop. I used the normal map r,g and b channels to mask things fast. Using Photoshop filters with baked ambient occlusion and normal map allowed me to create a mask that I used to make dirt. Normal map contains a lot of information that can be used for many different things.
This was one of my first models that used PBR so there was a lot to learn. In this stage I decided what kind of materials I wanted to use. I ended up making the actual computer chassis from painted metal.
I made the albedo map first and I decided to use metalness workflow. I wanted to make it look very used and old so I hand painted the metalness map and this way I could create worn paint look.
At the same time I made the glossiness map and I used the metalness map as a base for that. I had a normal map template full of sci-fi patterns that I created before so I kit bashed some parts from there too. I preview my texture changes in Marmoset Toolbag 2 to see how the final results looked. I pretty much worked with all 4 textures at the same time. If I added something to the metalness map, then I needed to add information to albedo and glossiness maps as well. Tools like Substance Designer or Quixel Suite helps a lot with this but I really wanted to learn the PBR so I stick with Photoshop.
The most time consuming part was the keyboard texturing. I also wanted to color some of the keys to make nice variations there. Usually heavy duty computers have color coded keys to help users to find the right ones for different functions. I used my keyboard as a reference for this one and that´s why this terminal has a Nordic layout.
The final touch was to put something on the screen so I decided to create a simple command line and a sketchfab logo to put there. I also added some dirt to the screen like fingerprints to really make it look more interesting. I did this by adding details to the glossiness map.
I hope you like reading this and maybe learn something new, thanks!