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Vintage Wooden Chest

Finding Inspiration in Every Turn

Inspired by a Vintage European Wooden Chest. Had fun creating a Realistic looking Game ready asset. Below I have tried explaining the process involved in creating this realistic Asset
(Explanation Note is still work in progress).

BeautyShots

woodenchest-01_edited_edited.jpg
woodenchest-fullview_edited.jpg

Breakdown

Introduction
Since sometime I made my mind to create an asset containing the wooden furniture detail for Game Asset Production and to achieve this I required the perfect reference, design, and concept. However, I soon discovered that making the right decision was arduous. When I was really interested in the prospect of modeling a furniture piece, I stumbled upon an abandoned vintage wooden chest from the Victorian Era that caught my mind. I went ahead and downloaded all possible references for the model, every close-up, every camera angle, lighting condition, age, and anything that would help me understand the model better. To me, reference is always key to a high-quality outcome.

Modeling

Modeling this asset involves very simple process.
 

  1. Blockout
    I believe blocking out the proxy mesh is always very important. By using simple box I preferred creating the planks as the shapes of the planks were boxy and placing them as needed to structure them as this asset. I keep a close look on the asset shapes, proportions and measurements. 
     

  2. Secondary shapes
    After the blockout I prefer working on the shape undulation. In this stage I added all the additional metal parts to the mesh. I don't add supporting edges to the corners. I try keeping it lowpoly but with enough shapes undulations.
     

  3. Highres Mesh
    Without adding any supporting edge I export the mesh to zbrush. Prefer Dynameshing all the planks separately. And starts adding wood details.
    Details such as machine or production marks, regular use or manage marks or details and details that shows manufacturer, story, timeframe etc.

       Examples: Edge wear, production patterns or marks and Trimmed Corners






























     

  4. Lowpoly, UV 
    I have tried to keep the lowpoly mesh as simple as possible. My main target was to achieve a lowpoly result with clean loops. I tried my best not to lose the silhouette and the undulation in mesh shapes. I isolated the mesh as per the real world. I tried to keep the meshes attached which is connected in real world. Also I modeled few broken edges just to define more clear shapes.  























































     

  5. Texturing
    This is the most interesting and enjoyable part of this asset creation.




     

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