GART 250 : Agent Fitz' Room Part 5: Objects Objects and More Objects
- emilykenny20
- May 14, 2023
- 3 min read
Whilst this blog post isn't an exhaustive list of all the objects I made for this project I still wanted to highlight a few where I've tried out different techniques and the ones that required a bit more effort. Plus it's a way for me to show off how I've used the industry standard techniques.
Desk chair:

The desk chair was definitely the most fun I had in regards to the actual modelling process and probably the most complicated it required a mini mood board for me to keep coming back to and referencing and it ended up being made of a lot of moving parts so to speak.



I had to break it down into multiple smaller objects and by using references and the primitive Maya shapes, cubes, planes and cylinders I was able to make all of these components and then combine them to make a desk chair.

I was really pleased with the UV for this asset I felt like I packed it pretty tightly and that it was well optimised a lot of the repeating parts (the wheels for example) have UV'ed stacked on top of each other to save on space.
Atlas UVing for Atlas textures :
It was important for me to consider optimisation for this project and learn more about industry standard processes when it came to texturing and I was told about Atlas textures where multiple objects share one texture set this seemed like a great way to save on memory and keep texturing consistent. the method was to basically combine the objects ,UV them , export as an atlas object, Texture. and then to separate the object without altering the UV.
The asset sets below are some examples of where I used this method :
Pill bottles:

Plant Pots:

Wires:

Low poly High poly CDs;
Another way I aimed to optimise parts of this project was with an asset I knew I planned to have a lot of in the scene ,CDs, Fitz is always humming tapping or singing as a character it made sense that his room would include away to reflect that but due to him thinking himself old fashioned (in the year 2036) and his lack of access to the wider world and internet I thought CDs where an excellent way to show this.
CD's themselves didn't really need to be more than just a cube but I still wanted to include depth and smaller details like in my references and from the cd's I remember growing up. the solution was to make a high poly version of these assets that I could then bake on too the CDs.


Zbrush Assets:
there where some assets that where better off starting as a high poly as they required more sculpting to get an organic and believable shape my favourite method of doing this is to use the cloth tools in Zbrush shown below :

I used these tools to sculpt the pillows and the duvet as well as the mattress below are a few example renders in Zbrush.

After I was satisfied with the high poly sculpts I exported them out and used Maya retopology tool to make a low poly version whilst maintain the silhouette.

Much like the CDs when it came to texturing later on it the process I would just bake the high poly onto the low poly using substance painter.

(For References please look at the end of this blog series )
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