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Romani Vardo Wagon

Development and Process

(Currently Still In Progress)

This page will be dedicated to the process of Developing this asset and implimenting it into a scene that compliments the vision I have. The goal will be to be a documentation of how I generally approach making a complex asset. Often when looking for answers to questions I have about process, I have found pages like this helpful for learning new ways to approach as well as just be insightful to how others work.

 

T​o preface this particular project.

This wagon, I first started when I was a student, and it was something I was super proud of at the time. However! I had no understanding of optimization like I do now and made something that was immensively expensive to both render, let alone be a proper game asset. The modeling of the initial geometry was suited more for a subdiv workflow that is commonly found in Visual Effects/Animation. Since coming into the industry and working, I have learned plenty of ways and guidelines to dial back and better optimize my work.
 

Here is where the project started:
 

Now all these years later, I am salvaging the model and finishing that vision. 


In the start of a project, I usually set myself up with really good reference that should highlight the key details that I want to hit. Since this wagon in the top left is the literal visual goal, generally getting a good front, side, back, view of the real life object is a good way to get started and then go from there. This took a lot of scowering and finding other reference I could fill in the gaps with due to resolution issues. Some features I subbed in parts for that I could find better reference of.

RefBoard.png
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