A few weeks ago I had modelled and oven and a stove that would go into the kitchen within our image worlds project, however when returning to the asset I had found some assets, due to this I remade the oven however I did not re do the stove. Due to this I have revisited the stove so that I can finally texture it. However I also decided that I did not like the look of the stove as it looked like something from a low poly environment and it was not very realistic in shape. The image below shows the original stove.
Due to me not liking the asset I decided to recreate this pretty much from scratch. I only kept the base mesh and also slightly changed the knobs. I changed the look of where the hob itself to me more round and realistic looking and I also added some bars to go over the top as older looking cookers would have these. However when creating these bars I had not thought ahead which shows I must do more planning for assets like this in the future. The problem I encountered was the poly count of the bars being ridiculously high. In total it came to over 5000 tris not including the cross bars I needed to add.
I fixed this problem by simply using a cube shape to start rather than a cylinder. There was still a moderately high amount of tris (2000) however this is substantially lower than the previous model.
Once I was happy with the mesh I tried my best to unfold and layout my UVs correctly and in a tidy manner. I think I did a good job with this.
I added the checkers to make sure everything was proportionate and that there would be no distortion in the texture.
When texturing I made sure to go off the exact colour scheme of the oven so that they would fit nicely together and one would not look out of place compare to the other. Due to this being a cooking surface I added a lot more mold to this object as I thought this would be a little more realistic for this environment.
Before I created the stove asset I worked on some more cabin components as it was not quite complete. One major asset that was required was the fence for the decking which will go around the outside of the decking as it would in real life. This asset was not on the original asset list and was added later due to my group not having thought of this before hand which shows our pre-production research could have been a little better.
My main priority for this project was to create the cabin itself. The assets have not exactly been the most difficult to create however one major difficulty was working out the correct measurements for all of the different assets so that everything fits together correctly. I believe that I have done a good job with this as so far all of the cabin pieces within unreal are sticking together nicely.
I was also very happy with my UV unwrap of this object.
To make sure that the fence would fit with the rest of the cabin I made sure it was the same type of wood except I used a different material for the normal so that it was not exactly the same just along the correct colour scheme.