These are some concepts from online:
Becca was looking at Red Dead Redemption and Christopher Babic‘s portfolio and the bar in that:
It’s a bit too fancy and big for what we’re going for but it’s a great insight into the style.
Using Maya I blocked out a basic concept and drew over it:
Some things we weren’t happy with where the windows, the side room, position of the swing doors, piano position and the beams.
The piano is now under a balcony and I tried moving the side room to the other side of the bar. The balcony extension adds another level to the room and helps make it feel less square. The team prefers this one as it’s a bit more believable.
So I’ve been given the bar itself, bar stools, guns and hats to model (and in that order). We’re going with the run-down, dusty-town-in-the-middle-of-nowhere saloon look.
Handles and hinges references:
There’s a broken mirror in the bottom right corner, hinges on the cupboards and handles on the drawers. The drawers and cupboards are also uneven so they look slightly open. I modelled everything separately and just grouped them together so the UV maps would fit nicely.
I plan to add scratches and dents with a bump map later on to give it that worn down feel.
Stool legs should be around about 30″ tall and angled out slightly. There’s a selection of different styles to give the impression that it’s a make-do-with-what-you’ve-got sort of place.
I didn’t want to make a broken stool because I would have to model splinters and I don’t have time for that, so again it’ll be scratched with a bump map and a few fallen over on their side to imply damage.
We liked the shotgun more than the pistol. Ryan sent me some common shotgun models such as the colt and winchester:
I also modelled a few used and unused shells to fill up the scene a bit more.
I focused more so on the typical coach gun style as I have a BB rifle myself that looks quite similar, so I was able to use that as an extra point of reference:
I didn’t think the coach gun model was an exciting piece as it should have been, so I made a pistol:
Used this as a starting point:
I was able to easily enough make a starting mesh (low poly model) and take it into Mudbox (my high poly mesh) to bash it up a bit more and make the holes more tattered and realistic.
Rosie sent me this video that shows you how to bake a HP model onto a LP one:
You need to delete history, freeze transformations and centre the pivot (have them in the same position).
- Rendering > lighting/shading > transfer maps
- Target mesh is LP, Source mesh is HP
- Display should be envelope (get rid of grey)
- Remove maps except normal
- Save normal map as JPEG
- 1024, High quality, Bake & Close!
From what I gathered – baking a high poly mesh into a low poly mesh involes turning the HP mesh into a normal map and applying this texture to the LP mesh.
HOWEVER, every time I open my hypershade Maya crashes -.-
Changed it up a little bit more and made it more simple. A spittoon was used for spitting tobacco.
I modelled a spilt deck of cards with a few crumpled.
I used a nCloth plane to create a bar cloth:
And for the table cloths over the crates on the landing:
I created the floor by duplicating “planks” across: