This week I began modelling the nightmare version of the office chair. Once again I closely stuck with the concept image as it looks incredible. Because the nightmare objects are all curvy and made up of organic shapes in the design/animatic/art direction, I decided I would have to learn the sculpt tool in Blender. I found this tutorial to be one of the most informative tutorials I have ever seen: youtube.com/watch?v=tZnUgt659oI
I planned to start with a simple proxy of the chair and then go into sculpt mode and start getting a lot more detail into the model just like in the tutorial. I underestimated the importance of an accurate base mesh as once you get into sculpting its hard to make large changes especially rotation. Because of this I had to start all over again as after sculpting for a while I wasnt happy with the shape/curve of the chair and its horns as it wasnt curvy enough for our desired art style.
This time I used much more geometry to get a more accurate start. As well as using the multi resolution modifier instead of dynatopo with allowed me to go back and make larger changes while retaining any higher resolution detail that was added.
As the concept image didnt show the front of the chair I imagined it to have leathery cushions with a similar indentation pattern to the one below which I used as a reference.
After sculpting the chair I found the polygon count was at 300k which is certainly not suitable for a realtime game engine. To reduce this count I found the decimate modifier worked really well to lower the poly count while keeping as much detail as possible. Like with the office chair and desk I decided to mirror the textures to double the resolution. This took much longer as anticipated as the decimate modifier left huge gaps in the mirror modifier so I had to manually stitch the centre of the chair together. I ended up reducing the polycount to 8k which can be reduced but it will suffice for now.
When I get to texturing the chair I will use the highest resolution version of the chair and bake all its details onto the 8k mesh. I have never baked normals from such high poly objects before but i’m interested to see how it goes.
I also only modelled one horn for the ones around the bottom of the chair so I can use the same uv space for all of them. I’m also thinking I may be able to just import one of the horns and then duplicate them around the chair in the engine. I’ll have to ask in my workshop whether thats worth doing or not.