Shanty Town

as my shanty town would be created from sheets of junk metal i felt it would make more sense to make modular pieces and create the shacks from these pieces which would give it a more authentic feel, and also this is much easier than attempting to model the shacks to look this way. so i started by looking at the meterials commonly used in the construction of shanty towns from my research images, a few jumped out at me but the main one was corrigated sheet metal as i liked the texture of it and it straight away jumped out of as a shack like meterial, also to fit with the games theme i felt i would have to input some parts of vehicles so did so by adding a section of a planes fusilase which i was lucky to find a good texture for on cgtextures.com. my main issue with the creation of the corrigated sheet metal was that i wasnt sure whether to acheive this effect by simply using the normal maps or whether to create the corrigated shape into the model whcih would bump up the polygon count quite considerably. after alot of thought into this i decided that if i used flat planes for the corrigated metal solely relying on the normal textures it would lack the depth i want and instead opted to model the corrigation.

this is what i have come up with so far im hoping to create between ten and fifteen various modular pieces so not to be to repetative.


for this modular piece i have used a flat rusted metal texture deciding to use a bright cointrasting colour so that it will stand out well and add to the feeling of the use of scrap to create the shanty town.



from this image you can see i have model the coregation into the sheet, also you can see the normal map at work adding to the texture and depth of the model to give the illusion of the paint bubbling. you can see also from these images i have modeled in areas of corrosion to add to the existence of it within the texture itself which i am pleased to say has come out well i think.



UV MAP
not the tidiest unwrapping but for the purpose of these models where the outer edges are less likely to be seen it was more productive to do it this way.



DIFFUSE



NORMAL



SPECULAR

on the second model i decided to create a bent and buckled panel from the fuselage of a plane as i had come across plane fuselage textures on cgtextures.com and thought they would fit brilliantly with the idea behind the game, again i created it in the same fashion as the others but to add depth as this one would not be corrugated i bent and buckled the shape to quite extremes but without losing the main integrity of the model.



as you can see from this image the overall tone of the texture shows it as a military vehicle with a few small key clues to what it once used to be which i think really adds to the interesting feel of the environment.



from this angle you can see the normal map at work making the rivets really pop out at you and also embossing other features of the model.



UV MAP

DIFFUSE

p.s not the neatest mapping as i felt the outer of the model would not be shown as much in the environment so to be productive found the method which would take the least time which in this case i pelted the outer shape hense the ring.



NORMAL



SPECULAR

in the next model i wanted to create a more detail design for use both on the roof or the wall of a shack i thought i would do something totally different from the others and used the probolean tool to  cut out a piece from the centre of the model to show a more natural corrosion pattern than that of the other which is only shown on the outer areas.



as you can see from the model as i said before i have taken a section from the mass of the model which i think really lends to the illusion of a shanty town and also shows a example of another corrosion path.



again with this you see the normal map giving the illusion of depth perception giving the illusion of the paint bubbling and raising really happy with the out come.



UV MAP

again as i have said before not the tidiest unwrapping but for the purpose of this model the outer edge will not be seen so the texturing is not noticeable so i did it this way to up productivity.



DIFFUSE



NORMAL



SPECULAR

overall I'm happy with the outcome of these models as i said previously I'm hoping to have fifteen variants of these models so i will keep updating as i go along and then start to develop concepts based on the pieces i have created on the ways i can utilise them in my piece.