Forum Archive › Polybook – Palo Piktor
@thepainter Nice pattern on the kitchen countertop by the way 😊
@thepainter Looks like a more color variegated butcher’s block counter top to me. Very pretty colors. Maybe a little more shine? Hard to tell in this image. They’re conditioned with mineral oil, so it would be a little reflective.
Question,
So you created it in Blender, and then imported it into Unity to test out? Or did you create it in Unity, and then somehow brought it into Blender (or reproduced it)?
@smurfmier1985 On the first image I used primitive objects inside Unity. I created a box and then scaled it. Then i positioned it so one of the verts is right on 0,0,0. After that i created empty game object. Pivot from empty will be used as pivot for local snap positioning to grid. I made this a prefab. Renamed it and than just copying and moving. Same for the door object.
From time to time i played the level to see if player has enough space for moving and if it looks interesting.
When i had a complete white boxing and level design approved i moved to blank Blender.
Second image. Based on what i did in Unity, i started planning for modularity. So i try to stick to the whitebox as much as i can, but still have as much modularity as i can. That way there will be slight dimensions changes in the level as i create it in Blender.
With all the basic assets created i have a good starting point for modeling details.
This will be a dark underground facility. The first mission for player is to find a way to generator room and start the generator, which involves many quests and going through a darkness full of unknown life forms. Kind of mix between FPS and adventure.
Let me know if you have more questions about it 🙂
@thepainter Thanks for the detailed explanation 😄 I’ll try a similar approach , if I get stuck or got more questions I know where to find you 😉
Sounds like a cool start of the level by the way!!
@smurfmier1985 No problem, youre welcome 🙂
@thepainter I believe they call the wood pattern “butcher block”…
Do you remember this my reaction ?
ppandoraspencil Hi Duncan. I appreciate your feedback, thank you very much. It will be easy to fix texture stretch and for the sofa i think i will sculpt some details.
Well, i was wrong. It requires more work than expected and after couple of trials to create low poly version from it i decided to go from the start once again. It will take much less time to build it again from ground up than to try to fix. Also i dont like the meter area.
Based on a new knowledge from creating gun for fps shooter which i watched couple times, i have now much better model with less geometry and ready for bake .
Here is a new version of dosimeter device with all the details. Please, let me know what you think.


New version of dosimeter lookdev.

@thepainter hello ! u r going heavy with rust dust .. i have the impression that there is no more reflections !?
very good modeling and workflow btw
@thepainter definitely an improvement over the first one! The rust looks sweeeet 😃 As from what you’ve told about the game (dark underground facility, weird life forms) I think it will be a old and dirty facility right? Bit of an abanded / apocalypse feel to it? That’s the idea I had in my head when you told it, and this amount of rust fits that feel.
I do also notice, like Malhomsi, the dull reflections though. Your first model had more reflections on the paint an such, I think that would improve the look a lot.
Good job! Keep it up 😊
u r going heavy with rust dust .. i have the impression that there is no more reflections !?
@malhomsi Thank you for feedback. I think i will have to better balance rust on some parts. Yeah good point, i will reduce roughness for metal parts.
definitely an improvement over the first one! The rust looks sweeeet 😃 As from what you’ve told about the game (dark underground facility, weird life forms) I think it will be a old and dirty facility right? Bit of an abanded / apocalypse feel to it? That’s the idea I had in my head when you told it, and this amount of rust fits that feel.
@smurfmier1985 Miranda, thanks for the feedback. It should be really rusty, but @malhomsi is right. I forgot to bake higher res normals and downsize it to 2K. I had the feeling my UV layout needs improvement.
Here is a comparison of uv layout before and after. Bad news is, i will loose my textures so far and have to repaint them.

That empty space marked with arrow is occupied with a glass which is flat plane only and therefore i didnt bake normals for it.
@thepainter the new layout is much better, now you’re using all the texture space 🙂 good luck with the painting! good practise 😉
@smurfmier1985 Thanks 🙂
While waiting for dosimeter decals to arrive i switched to archviz to create textures for the oven. Substance painter viewport screenshot.

I have created new wooden material for cabinet and doors.
