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Stefan Dolidis
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Stefan Dolidis

THE HOUSE ALWAYS WINS V

27/10/2020
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Finished texturing the Lucky 38 model. (Also, Happy Birthday to Fallout: New Vegas! 10 years old! 🎉)
First off, ten years ago I bought a game that blew my mind (🤯) and I've never been the same since (plz help 😟). That game was: Fallout: New Vegas. Who can forget? A Fallout game that stood up to the prestige and quality of the first Fallout game, even the second, and/or even Fallout 3. 10 years on and I still remember getting shot by Benny for a platinum chip that I was holding, walking out of Doc Mitchell's house and into the world of the Mojave Wasteland (Goodsprings first), dodging bombs trying to get to Nellis Air Force Base, and even being creeped out by the White Glove Society and their dark secrets in the Ultra-Luxe casino and hotel 🍴. Anyways...

Texturing the model took some time. It was on the job learning with Substance Painter. This is the second time using it for texturing/painting an object that I modelled and I did an OK job of it if I do say so myself (previously used Quixel Suite to texture models). Not the best work, need to improve. Keep moving forward, as they say (who's 'they' you ask? got no clue. But nonetheless, getting better and improving my skills is the point I'm trying to make 😵).
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Lucky 38 Sign in Substance Painter (PC struggling to run with all the layers that stacked up)
The model was split into sections for the texturing; the top piece was done separately from the bottom, for example. Would have done things differently looking back. Which would have been having the UV's for different parts of the model be separate. So, the railing could've had its own UVs instead of being clumped with the bottom floor UVs. It would have created more space for other parts of the model and the texture quality would've been improved slightly.
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Textured the model in sections
PC struggled a bit when loading or even sometimes saving files in Substance Painter. With all the layers that I added to each section of the model, it nearly became too much. Hiding some layers that I wasn't working on at the time did help a bit though.
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Model created in Maya
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Model imported into Unity
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Textured model
To get the textures as close as possible to the ones in the actual game. I kept switching back and forth from Substance Painter to reference pictures of the model used in game. Most references were screenshots I took from the G.E.C.K. editor that comes with Fallout: New Vegas on PC. Photoshop and image color pallet sites helped me a bit with the colors, but even then, I had to sometimes go with my eye and my gut still (, and my heart ​💘).
Next up is either creating a skybox or using a pre-made one and working on the lighting of the scene. Something that resembles the orange/yellow tinge lighting that was used in game ☀️. ♥️♠️♦️​♣️
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