This week I wanted to focus on getting most objects fully modelled along with planning my trim sheets and unwrapping.
Whilst looking at references I noticed I had missed quite a crucial asset. It was hard to get reasonable reference photos of a till from the 50's and a lot of toy ones came up. I was recommended by a friend to look at a burger show called 'First we feast' where they try burgers all over America. In one of the episodes they went to an old looking diner and had a till similar to the one I wanted to make.
I worked on getting my secondary details to a fully modelled state. The majority of my assets are mid-poly other than objects where I am using a trim sheet or very large objects.
Jukebox
I carried on a bit more with my jukebox this time I working on the high poly. I keep modelling bits of it at a time so I don't get too overwhelmed by the detailed asset.

To make the diamond mesh I used a plane which I then inset.
I then used and FFD modifier to warp and bend it round into place.
It's currently at around 2'000 tris but I may need to add in some extra geometry depending how well it bakes.
Trim Sheet
I decided I needed to plan ahead when it came to my trim sheets so this is what I have in mind.
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| Blue - Chrome Green - Black/grey plastic Red - Red (wood-like) White - Red paint Orange - Grey Paint |
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| Trim Sheet/ Tileable Blue - Chrome |
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| Trim Sheet Green - Black/grey plastic Red - Red (wood-like) |
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| Tileable White - Grey Paint Orange - Red paint |
From the plan I made a quick trim sheet in Photoshop. I look at the Sunset Overdrive GDC talk and used this to plan it out. I am planning on bevelling the edges too to add a softness but I am yet to experiment with that.
I also made a red and grey tileable in Photoshop to help see what the scene cold look like.
Lighting
I wasn't liking how dark the scene had become so I went back to my reference board to see how they were lit. A lot of diners, especially in the evening or night are lit with neon strips. Typically a shade of blue or red. I decided to have a play around with glowing emissives to see what I could achieve.
It was still looking really dark so I picked on reference as I think I was looking at too many in the day and night and the colours weren't working. I stuck to this one with the shade of red and the use of neon lights.
Windows
I struggled for a while trying to get my windows right. When I got home I took a bunch of photos of my window at night and looked at how it reflected and how the streaks and condensation formed.
I then created two grunge/dirt maps in Substance Designer which I then used to take into painter to create my glass material.
As the windows are flat planes they didn't need tweaking too much in UE4. I'm really happy how they turned out, especially after all my struggles over glass.
I still have a lot to do especially in terms of texturing as most of the scene is filled with Photoshop flat colour for testing.


















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