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Smoke Bomb

Time Duration: 18/01/2024 – 29/01/2024

This will show the process of how I created a smoke bomb that will obscure the vision of enemies and allow the player to escape or allow them with preforming silent takedowns.

Research

These are different images of key fob models based on the different design shapes and functions.

Sketches

These are sketches of different shaped objects relating to how I would want the smoke bomb to look.

Smoke Bomb Sketches.JPG

Modelling Process

I chose to use my 4th sketch design with some similar designs from sketches 5 & 7.

1) I started by importing a primitive dodecahedron model that’s 6 cm diameter with 2 subdivisions by caps on each face.

2) Next, I duplicated the model 11 times, and deleted individual faces from each model to create 12 separate models for the object.

3) Before exporting the model, I edited the UV map model by only moving and rotating each separate object, so I can easily make the material maps.

Creating Material Maps

Smoke Bomb Material Process 1.jpg

1) I started by adding different material and using the masks for each layer on Adobe Substance 3D Painter.

2) Due to an error with Substance 3D Painter when exporting the emission map; I simple just used the fill tool on the model map image on a separate layer in a blue texture, and a black background to create an emission map before exporting on Adobe Photoshop.

Smoke Bomb Material Process 2.jpg

Final Model

This is the final model of the Smoke Bomb uploaded to my ArtStation account.

Smoke Bomb Final Model.jpg

Reflection on Asset Process

The improvements I would have done with making the Smoke Bomb: 

  • Created better material maps that would have looked more cyberpunk themed

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