Major Project - Apocalyptic Factory
For the Final Major Project, my chosen theme will be in a “post-apocalyptic” setting. The scope of this project will be the creation of a Laboratory/Workshop setting as an inspiration from this project will surely assist me in achieving my goal of capturing the atmosphere and overall feel with the final product.
The first step will be the “Prototyping Stage” of the project. The main focus will be the interiors that I will be designing on paper first. I have gathered some reference images of what I want for the overall atmosphere I am trying to create…

Inspiration: Fallout 4's Industrial Complexes






This playable level is inspired by the fallout games. The level will feature a “rusty” and “grimy” look with a some stylistic design. Playing Fallout 4 has sparked my love for the post-apocalyptic genre, especially the ambience it gives out roaming the wasteland’s industrial complexes. I am also inspired by the industrial setting Fallout 4 has to give: the manufacturing plant “Corvega Assembly Plant” and the game’s DLC “Automatron” interior setting has given me the inspiration and ideation to create the interior with some details similar to their respective environments.
Moodboards
These moodboards represent the overall look I’m looking for in my playable level, most (if not) all objects will be made using Maya and Zbrush. All assets will be then exported as FBXs or OBJs and then imported into Unreal. Each object within the level will have a description of how each and every one of them are made, it will either be presented either via textbox describing in great detail for every method – from rigging to sculpting.


Top Down Maps
These top-down views of the level represent two aspects of the level: an Exterior and Interior. I will personally begin with the Exterior.
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This part of the level will feature two blocked tunnels and a road textured with cracks connecting the two, the tunnels will be blocked my rubble (mainly rocks and boulders) which I will model using Maya and/or Zbrush. The player will start at the middle of the road. The road is also connected to the Parking Lot of the factory. It will feature, rocks and boulders as well, rusted car frames and chassis, lampposts and textured with cracks similar to the roads. And Finally three paths leading to a locked gate, the main entrance to the factory and the ramps to the roof of the factory.
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Once inside the factory entering from the main entrance outside within the parking lot, the player will then end up on the upper floor of the factory. This floor will feature minor clutter and spare parts of robots, drums and barrels full of radioactive material and unused carts, as well as inactive terminals/computers. Going down the ramp, the player will be able to see the factory’s full operation, although it is de-commissioned, it will feature detailed models that will be fully sculpted and modelled by yours truly. There will be a rigged robot arm, animated to have a “malfunctioning” motion, a production line with manufactured “TV Bot” heads, inactive “TV Bots” (that I have previously modelled using Maya), More barrels and large drums, a cart on tracks leading to the manufacturing bay, terminals/computers and more scrap piles.
Greyboxing
I have captured video footage of me showcasing a tour of the greybox level. Nothing serves any form of function yet as this is the first stage of the project. I am merely showcasing the layout of each individual object. Each of them of will be done using Maya and Zbrush (where applicable) as well as texturing using Substance Painter. The atmosphere is not an accurate representation, I will be adding a much greater detail when all the models have been made and textured.
Exterior Greybox
Interior Greybox
As you can see from the videos above, the exterior models will feature some of the items described from the top-down view drawings of the maps, albeit missing some models. Rest assured that these models will be created, they are being modelled as of right now, beginning with the car frames which I will be going through step by step from modelling to texturing. The first video is the exterior, I failed to mention on the roof of the factory from the top-down view, that there will be a model of a robot that I have made using maya. This robot will also be rigged and animated. And in the interior, I have tried to represent the top down map as accurately as possible with the greybox, some objects (robot arm) will be animated. In addition to the animation and rigging, the level will also feature special FX such as smoke, mist, volumetric lighting, as well as normalising of cracks and rocks on the floors.
Vehicles


This week, I have produced two vehicles a car frame (with no wheels) and a steamroller. Both models were made using Maya using a variety of basic techniques such as extruding and creating new edges. The models are not textured as of yet, however with the disposal of resources, I should be able to create new textures for all my models. But first, I need to create more models before I can move on to texturing. As you can probably see, I am not going for the realistic approach when designing the vehicles, with the stylistic design, it will fit with the overall environment when the level finally takes its shape. In addition to the overall design, since both models are not combined yet, I will be texturing this model piece by piece using substance painter as well as adding more detailing such as cracks on the wind screen, broken wheels (possibly a flat tyre) as well as overgrown vegetation.
Tools and Techniques: Creating the Robots
For Maya, I will be using a variety of tools and techniques to create the robots. For arms I used a simple cylinder poly, using bevelling as well as extrusion. To bend the arms, I use the nonlinear bending tool to create a natural look for the arms. For the animation, I have to rig the robot using the Human IK then animate some motions to bring the models to life. For the whole body, head and legs, I used extrusions along with smoothing as well as bevelling.
Tools and Techniques: Creating environmental objects





For the environmental objects such as trees and rocks, I will also be using maya. To start of with the rocks and boulders, I began with a cube poly, using the smooth tool, I was able to add more polys onto the model allowing me to reshape it - adding more deformities with the move tool and the soft selection enabled. As for the tree, I used a cylinder poly. By continuously extruding it, the tree started to take shape - extruding the top of the poly into three separate pieces to create branches with smaller ones protruding from them, by reducing and extruding one of the branch faces and selecting the edges, I detached the face and reduced the size, rotated and moved the face of the small branch farther away. I then proceeded selected all edges and selected the bridge tool to connect the branch onto the tree. I adjusted the settings to blend and added more subdivisions to create a smoother, stylistic appearance.
Navigating (Work in Progres...)
To end this video, the level will be fairly easy to navigate, the idea being that some interactable objects will have a “marker” that will let players know that those objects are of interest. The original plan was to highlight the object but I feel that it would affect the visuals of the game itself, so a marker floating above the object will be the better alternative. The other idea was to create a top down minimap, but with an interior level, the minimap may prove to cumbersome for navigating a smaller area. This currently a WIP and will be addressed as soon as modelling, texturing and scripting are planned.
Pre-Visualisation Video
MAJOR CHANGES TO THE PROJECT!
Due to time constraints, I am making a MAJOR change to the project. I will no longer be making the interior. I have found out that the extra details needed to create the interior section of the level would require minute details that majorly impacts the project, therefore the interior is now scrapped from the final product. However, this does not impact the exterior section of the level, more it is still a playable level and the factory’s will still be located in the general area as well as the models I have created below. The models that have been excluded will be as follows:
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Robots
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Terminals
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Machinery
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Interior walls
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Carts
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Cart Tracks
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Crates
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Platforms
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Ceiling Lights
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Navigation
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UV Unwrapping the Models
Camera Based Cutting



Using the car as an example, the UV unwrapping for this model is fairly simple. I was able to unwrap with ease. I started with positioning the model in a specific place and orient the UVs within the UV editor in a way where I can see the model, I did this by selecting the model (the car body first) and select Camera Based, this will create new UVs. I proceeded to select the edges where I want to unwrap. I then selected cut and then from there, I selected UV shell and moved the car body away from the newly cut UV. That cut UV will now be unwrapped, stacked, and oriented and then laid out and resized appropriately.
Auto Unwrapping


UV unwrapping is a key step to texturing and especially using Substance 3D painter, Auto Unwrapping was another feature I used for the smaller and minor pieces such as the bumpers, grille and the brake pieces I resized and laid them as well to fit well into the editor. Auto Unwrap was used for smaller objects these, and for extremely detailed polys such as the train and most vehicles' body parts which mainly used camera based UVs.
Stacking, Unstacking and Laying out UV shells + Checker Map


I have done this several times for major parts of the car. Some of the UVs are on stacked on top of each other – this is because they are essentially the same piece and if not stacked, it could take too much within the UV Editor. I have also positioned upright to follow the orientation of the texturing to make it consistent with the shape of the car. Another feature to help to determine the texturing is sufficient enough is to turn the checkerboard in the Editor, the checkered texture in the car has to a “Perfect Square” when shown on the model, the squares have to be fit in the model just right otherwise when the squares are stretched, when texturing in Substance, the textures applied will also be stretched.
Separate Lambert Materials

Each material coloured is as follows:
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Grey: Lambert1
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Green: Lambert2
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Blue: Lambert3
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Cyan: Lambert5
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Pink: Lambert7
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Orange: Lambert8
Once all the UV unwrapping is finished, I selected the Window face of the car and changed the material, this will allow me to texture them separately in Substance, I did this for the brakes and grille as well. I finally exported the model into an FBX and finally textured it using Substance.
Texturing using Substance 3D Painter
Texturing the Models
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I will be using the Steamroller for this demonstration of the texturing process. Using Substance painter is simple; however, texturing can get very complex especially when using Smart Materials. With the availability of textures and pre-made smart materials on hand, texturing is made convenient for me. There are two ways for me texture the model: one is to simply paint over the UVs or the model itself using the brush tool when selecting the layer. And simply dragging the material and/or smart materials onto the model, UVs or the Layers section.The pictures above are the base model of the Steamroller with some of the UV Shells separated. Each UV is separated using different materials applied within Maya.
Making my own Smart Material w/ Anchor Points
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Making my own smart material was quite complicated, when playing around Substance, I found out that you could actually make your own “paint peeling” material that seemed very fitting with the overall look for my level. I first started off by deleting the default layer and replacing it with a Fill Layer and renamed it Paint, I placed a black mask on it and placed a “Paint Old Small Cracks” from the smart masks tab on the Asset. This means that I am allowed to reference it to other layers. And with applied smart material, I then set the invert to true. From here I added an Anchor Point.
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Anchor Points are a feature within Substance that will allow me to re-use the layer stack that I have applied onto my models, this gives texturing more added convenience and ease. I renamed it “peeling” and disabled all the material features except for the Height and set it slightly higher than the default. By adding another Black Mask and adding a Fill Layer, on the Grayscale tab of the fill layer, clicking on the Anchor Points tab will allow me to finally reference the Anchor Point applied on the Paint layer. On the levels, I then clicked on invert, this allow the height to sit outside of the mask.
For additional effects, I added a filter that will add a blur between the paint cracks, however it is inverted. By adding another Fill Layer with the previous anchor point and finally, setting it from Normal to Multiply. And for the final touches – as a base, I then added a “Steel Rust and Wear” from the materials tab which will act as the steamroller’s original material, I adjusted the roughness to give it a metallic shine, increased the surface imperfections, dirt intensity and height. I also Added additional textures such as stripes, danger and cautions signs.
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Once all the texturing is finished, I took the liberty of renaming the pieces on the texture set list. I have realized that it may have been easier to rename them during the modelling process in maya as it can cause some confusion when applying the textures in Unreal, as I will demonstrate below. However with the renamed textures, it will be easier to find them when importing into Unreal.
3D Models - Final Renders
Steamroller
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Here is the final render using the built-in renderer in Substance, additional textures such as the same Smart Material for the body was used for the front wheel attachment and exhaust pipe, the same Steel and Rust wear were used for the front wheels and the back rims and rear diffs. Plastic and Rust Fine was used for the step ladder, a pre-made smart material called Rubber Tire Dirty was used for the tires. And for the windows a combination of a pre-made smart material called Glass Visor and Steel and Rust Wear was used to create a dirty window effect for the vehicle. Alongside the model are the base 3D model render in Maya as well as the UV Shells.
Freight Train



The Freight train consists of complex pieces. Some have been extruded from the whole body as well as deleting and creating a new face to get rid of creases between edges. Some pieces cannot simply be a new piece however – they need a separate poly shape in order to get the proper look I want for the model. The model now different separate pieces, specifically the wheels and tanks. This will make it easier for UV unwrapping as well as texturing. Much like the Steamroller, the train has assigned materials to differentiate the textures when imported onto Substance. Similar materials from the Steamroller were used to texture this model as well. the whole body with the self-made smart material "paint peeling" texture, and the rest were used using the Steel and Rust Wear (with different colouring for each object) with the windows and headlamp with the pre-made Glass Visor smart material.
Thorn Vine 1


Thorn Vine 2


The Thorn Vines were really simple to create, I started with a cube poly and detached the top face, much like the trees I created earlier (See Above). I rotated it to face sideways and moved it slightly to the side. I selected the edges of now detached face and the hole of the cube poly and by using the bridge tool, I connected the face and cube together and by adjusting the divisions and changing the curve type to blend, I was able to create a waving effect to the root, making it more natural looking. The textures used for the vines were the creature skin pre-made smart material as well as a material called Wood Rough. I changed the colour to green for both vine models. The thorns attached to the base body of the vine also uses the same material but contains a different colour.
Trees


The trees have already been created, although I create a much simpler tree later on, the same method was used to create them. All I needed to do was the texturing; I simply just used the Wood Rough material as well as adding a slight rust effect to add the “dead” look of the trees. I have also darkened the colour as well. Finally I added a Concrete Simple from the materials to further exaggerate the coarseness of the trees.
Car

The car was similarly made to the vehicles, I have already detailed how I made the car (See Above) the textures I applied to the car was the smart material paint peeling that I created from earlier, I painted the car a red colour instead of the yellow I used for both train and steamroller. And the smaller details also the Steel and Rust Wear Material, as you can see not much texture went into the car as it was very simple as most low poly models go.
Train Car and Container


The freight train will need a car attached to it add more detail. I created this simple car with a separate container on top of it. Seeing as they are separate pieces, this gives me more freedom when placing the models into Unreal. Also you can see that this cart does not have wheels, this is because once I have imported the wheels from the freight train, I can simply use the separate wheel pieces from that model, duplicate it and use it for the train cars. Same textures again were used for the train car and container the paint peeling smart material both coloured red and dark grey respectively.
Barrel


The barrel was again just as simple as creating the car, it just matter of extrusions when it came to creating the lid and the rest of the body was just using extrusions again for creating the indentations around the sides of the barrel. The textures used was the smart material that created earlier: the paint peeling. In addition to the textures I applied a alpha mask on the side of the barrel with a radioactive symbol to fit well within the environment.
Rock 1

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Before
After
Rock 3

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