
Patel Gaming Projects
Fuse Box
Time Duration: 09/02/2024 – 26/02/2024
This to be used as an environment prop asset whenever the player is going to access the circuit breaker/fuse box in certain levels will lead to a minigame.
Research
These are different images of key fob models based on the different design shapes and functions.

Sketches
These are the four sketches of the different fuse boxes, only showing the design from the front side I’ll be focusing on from how I’ll be focusing on the inside part.

Modelling Process
I chose to use the 2nd sketch since it’s more of a modern design.

2) Next, I created sections for the fuse box switches areas by using a target weld and extrude tool, and mirrored the bottom objects.

4) I added a primitive cylinder object with 4 round subdivision caps & a primitive cube object that I bevelled on some of the object’s lines, and used the mirror tool on both objects.

6) I merged the models together all the objects together, used the both the target weld to connect some of the pivot points, and deleted some unnecessary lines & faces.

8) Finally, I tweaked the UV map of the models before exporting.
1) I started by extruding some selected faces 4 times on a primitive cube model that’s 20 cm × 38 cm × 3 cm (width × height × depth).

3) I used the bevel tool on the inner faces of the box model to make it more curved.
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5) I added different primitive cylinder objects and extruded some of the selected faces.

7) For the glass door object, I simply just duplicated fuse box model and deleted the unnecessary faces & lines.

Creating Material Maps
I created the material maps on Adobe Substance 3D Painter by adding different materials and using black mask layers for material layer, but before exporting them I had to create a opacity map for the glass material.


Reflection on Asset Process
The improvements I would have done with making the Fuse Box:
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Created a more detailed design model that would have shown some wires and label
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Created a more detailed material maps for the model











