Orrery Asset (3Ds Max) – Assignment

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My first 3D environment assignment was to model, rig and animate an orrery using 3Ds Max. The model had to be created accurately, meaning that there could be no clipping on the cogs teeth and should be able to mechanically function in the real world.

The textures for the model were created by baking a variety of maps using xNormal, which I then plugged into the Quixel Suite to automatically generate a base texture. I then used Substance Painter to add finer details. This process allowed me to texture the model very quickly and gave a better end result.