 Hi everyone. My name is Pedro. I'm from Brazil and today I'm going to show you a little bit about my work in this project that I will go into talk about a little further. A little bit about me. I started my 3D career like 2020. Are you guys listening that way? Yes? More like 21 years, 22 years ago. I remember 2003 when Blender was like pink selection was terrible and I decided to focus in hard surface because at this time I was struggling in organically so I focused more in hard surface. I love to do weapons and stuff. These are some weapons from a game for a zombie game that I was working a few months ago. This is a mix of personnel, fun art and projects and of course sometimes I try to do organically stuff because some people when you say oh I love a hard surface and stuff they think oh yeah you can do organically stuff. So sometimes I take my iPad and start sculpting stuff and just to prove myself that I can do something like that. These are characters based in the concert for artists for my team. Wings of Hero, Cuba Fidle, a very talented Polish artist and yeah and after several years I moved from Brazil to Poland to work for 10-square games and now I'm working for this game called Wings of Heroes which is basically a multiplayer version of the game as is saying there. It's a player versus player. You can kill each other using this World of World War 2 aircrafts and I'm kind of new in the team like for four or five months ago I started the team and I was hired to do these airplanes and that's the kind of assets I'm doing right now. This one that is still working progress looks like GI Joe toy aircraft for me and yeah some renders that I do to check like how far can I go with this because for mobile games you have a lot of marketing stuff happening so it's cool to use the same the same object that you have in the engine for the marketing stuff as well so using these cycles and this through Skype and aviation engine side blender we can get this very easy result using the semi-modeling as in the game. What I'm going to talk to share with you guys is just simple techniques that I collect nothing from NASA or something just simple techniques that I put together and I can deliver this airplane fully ready for the engine like in 80 days if it's a smaller plane like that it's a big one like 10 days tops so I mean I think 8-10 days is good enough so just to briefly maybe some of you doesn't know usually the process for an asset for me is like I take it I receive that concept so I do the right pole right and then I work in low-poly topology UV and baking the model what I mean something like that is for a previous project from 10-square games so I would receive this from a concept artist called Narwhal from Argentina and I would deliver this asset that way oh sorry oh yeah something's happened okay so another one from the same artist and for me is the usual pipeline right here I receive the concept and then I start my process but that's not my that's not my reality in this game when the game designers in the business you know the smart people decide which airplanes they want to feature in the in the game I started my my no concept process because I have to dig in the internet find photos blueprints and stuff so I can start my process and as I said I have no time for high poly because they want like an airplane ready for the engine 8-10 days tops depends on the model as I said so okay so I had to figure it out a way to deliver very high quality models without doing one of the most enjoyable process in my opinion which is the high poly because I can use like blender or other like commercial software that I want name it and and yes so okay no high poly so how I'm gonna do that like so let's take it people say oh but you are 20 20 years in the market so you should be very very smart but no the software is changed every year like blender changed like a lot so I was like okay let's do a test because I always wanted opportunity to do airplane and was good because someone decided to pay me to do that so it was good so I was like okay let's keep in mind everything that is important for this project so collecting good reference organize the reference using the right in modern techniques because you know there is a lot of techniques that you can use nowadays and yeah like he spent the polygons wisely as respecting I put in polycount but should be expecting this specifications and then I started my work like okay let's dig in the internet searching for whatever they want whatever to it have for me so I love you use of it I think most of arts use appear you have I like because I can organize like I really like this feature that I just realized like one year ago when you can just drag a link and you can organize all the photos in the link for you I didn't know that and for me super cool see for me super cool this feature and yeah so for me the most important reference for the job since I don't have a concept and there is no reason for a concept because it's a warcraft that that was for the war so I realized that the blueprint was the best thing for me but I learned in the hardest way that I cannot just take a blueprint from the internet aligning the software is starting modeling like crazy because I learned that that that is like I have a mouse here yeah so it's not working okay so I have this blueprint that's more most common I would say and the other one that for me in the beginning was kind of the same and I was like but then I realized that there is a difference very important for me which one are you go for then I'll go back to to explain this one with these shapes you can see that this shape this shape is like this legend and you can see there is a legend there so that means that is the shape and the position of the shape so when I realized and I learned that not only for the for the wings but for the body I realized that okay that's that's the thing that I need to go go for in the for the look for the internet then I start like like everyone aligning and then see I'm just using these shapes to organize them together so I can use this very simple bridge and but I'm sure that the shape is correct because I just took from here right and I realized that or maybe I'm I'm very lucky I'm in my I'm going to my six airplane and I can find all this kind of blueprint but I need to pay attention so I can I can see that's the one for me and yeah and with this simple technique I can like I can like go and achieve the the result that I want another example is the same technique like just just like I'm trying to translate an expression in Brazil but I mean that's like rubbing or like stealing because I'm just taking it and projecting and you can see that's very easy to achieve the the the right shape and talking again about the techniques are always some years ago not now is struggling for the techniques that I think is the best because there is traditional poly by poly there is sculpting then you can like retopo building operations and mechanical modeling and this is the the most the the most techniques that I use nowadays I really like that one that's like we have the zbrush license but I always try to think how can you do that in blender how can you do that for free so I do that process very often when I have this very complex shape because I don't bother for topology you can see the topology is messy I just don't go cheap and just like millions and I don't I don't give you know I don't care and then I do the I do the bowling operation and then I use this remesh from blender and you can see I have a very nice high poly just ready for be like a baked in a low poly mesh and I really like that one but is outside blender so like is a I really love this one because it's very very easy to get the shape I want very complex shape and I love that it keeps the history of what I did like you see like the cylinder and I can you can see that I can grab the cylinder it calculates in kind of real time like fusion 3060 but the free software and I can combine with blender that's why it's here so you can see the model in blender and it's perfect and I just have to do the topology if I had the timing for it I'm just showing but I can't use it nowadays because it's very time consuming but I think I think it's a good if you don't know is a good way to use the combining with blender and this one is one that I use the most because it's very is everything is inside blender and I can just like like do the boolean operations take the result use the decimate to get this starting it's starting mesh so I can start for this last the last result and like do my cleanup like prepare the model for UV and I like because if my smooth group is already okay as you can see here so the decimate the blender decimate to a modifier does the job very well and I talk about the specification that I mentioned I have this specification I can go like crazy till 15k triangles to key map resolution and unfortunately I don't have like the beautiful word that like Eva's work like doing very beautiful in UD's UV unfortunately I have to do everything in a single map but it's okay and all of course focus on the silhouette to deliver the best as possible and to show more in my process I will like show a little bit step by step how I achieve a model like this and only use the blender because for this I decided to say okay I love a substance painter but I want to achieve the same equality in blender so I was like you struggle a little bit and how I could do that in blender but I think I have a very very nice result that I want to share with you so let's use this one so as you can see my blueprint and these green parts is the parts that I decided to do separated from the mesh because they'll be animated or like breakable in the game something like that so here you can see the mesh using the techniques I mentioned like like the the bridge and the no stealing the shape from the from the blueprints and use the you can see here like using the using the building operation to achieve my my shape and here I'm showing like the the the mesh done and maybe if some of you doesn't know I'm talking about the building operations and stuff I did this give so you can understand like using other meshes to achieve the final result that I want and then after this operation I go to the cleanup which basically means like cleaning the mess that building operation lives in the in the mesh which this gift is showing by the way just removing like unnecessary vertices edges like checking like the silhouette so I don't need this this middle edge loops so get rid of this so that's what I mean if you don't know about cleaning the mesh and yet after using this so I go to the uv which is not the best but is what you can do for the you know to keep the performance in the game so but it's not the I would say that it's not the best but is so it's a mobile game so it's okay and for v I just want to mention that I always consider the player perspective because most of the time the player will be seeing the aircraft from the from the back back view so I give more resolution in the uv for this part like the green and the orange one even when the play the player can see the in the hangar like a turntable and check the all the airplane that he's buying but most of the time he's going to see the game for from this perspective so you can see like the selection in the uv is the part that's getting a little bit more resolution and some can say like I was giving this speech and one student told me yeah but some mobile phone is so little in the yeah but I didn't know that but the the business guys told that some people are like how you say when you me or your phone to the television like 4k television so and this smartphone has like 2k resolution and there is some smartphone with how you say more resolution than tv's that's that's the reality nowadays so and yeah so when this modeling is okay and I see that okay it's good enough so I have to present that to my art lead so I can go go forward to the text reading process and before I send this kind of image where he can see the topology the silhouette because I work in Poland and my boss my art lead works in Italy I forgot the name I forgot the name of the city so is everything in my communication with him is full online and I always like to do this show off turntable because you can see like the shape the the model is working very well he can see for all perspectives and of course it sells better the modeling right and other examples for other models this one is a very big airplane you can see like there is like two cabins and like for five people so it's a very big one is that kind of model that took me like eight ten days for sure this is the the one that I always remind me when I was a kid I have this geo toy and I send this image for them when like it's Friday I don't have no time for a turntable so I just send these pictures you can see it's from blended screen for him is enough to check if the mesh is okay and yeah when he everything goes move and say good page good job go forward then I start when I said okay for this one I want to work fully in blender so I was like okay let's do this so first thing that I know is that I don't have like a high poly so I won't have this this perfect bevel in the edge so I use this very I think everybody knows but I'm sharing the two way I use this bevel node so I can bake this bevel node and I can use this like when it's bacon when I bake the node I can have this very cheap and very good bevel result so for me it's good enough but that's not enough for for the mesh for the final mesh because the airplane has a lot of no metal details metals like a connection and stuff so I started doing this texturey technique in blender when I can like you can see there that I'm painting a live height map just like in substance but a little bit different so I use this technique so I can like do all the details I want and of course now I have these two brushes one for the lines and one for the screws and I was surprised that that would work so perfectly in blender because I was like I don't think so but but I struggled a little bit because I realized after that the black and white map needs to be 32 bits or otherwise it won't work see I can do this screw the tails that I already had in substance painter the brushes but I can do that in blender of course the the scale here is not a created it's just like a gif example that I did to show to you but this case is not a created and then after a lot of work I would say half day work I have this kind of height map fully painted in blender of course I'm checking the the blueprints because I will go back a little bit to show you the blueprints yeah this is not but but you can see that there is the lines right so I'm like this like very close to my viewport and oh there is a line here here here so I'm using these I'm like robbing this this paint notation in the blueprint let's go back there okay so when I finish after this like a for a big airplane that's fully detail both sometimes take you six hours like one day work I mean focus they work like six hours so then what I do is that I combine this height map that I painted with the no with the normal baker that I showed you to you guys this one oh sorry this one that's just the bevel node I just combine them wait combine them and I bake it together in a final you can see the details together so I have this final normal map like combining the bevel that I bake it from the node and the and the height map that I painted like a plain substance inside blender and something that finally thank you very much because I was showing this to colleague and he was like I don't understand what you say thank you very much I appreciate I really appreciate it so then I realized okay but it's fully perfect the line is fully perfect and you know I'm like I want this distortion so I was like how can I do that in blender so I realized that watching YouTube tutorials that mosquito is not mine so I realized that this very simple node composition I can distort my my map of course I'm doing too much there just to show you the potential that you can go but it's something like that you can see like the perfect line and here you can see a little bit of distortion I okay you can say but nobody gonna see that in the mobile but I mean in the renders in the like in the marketing stuff I mean I think adds more adds more realism to the final result and I was like yeah we can do that in blender with no substance so yeah so this just the wing for you can see the final result of the details like fully done in blender it's very very beautiful gift right but I have some better pictures for you guys so so you can see like okay if you if you try to think I was selling this idea to to my colleagues and like okay but how long would you take to do a proper aircraft high poly like maybe I'm lazy but two days like and I'm doing this like half day and like one day tops if the aircraft is big because it makes difference because like twice the size so is triple details so if you want to do like proper proper job so for me I was like good good enough and some examples about other aircraft that I did this one's a very big one you can see by this this because maybe I'm not sure where's my mouth okay maybe you don't know but the scale of this aircraft matters in the game so you can see these three little windows means that it's like at least one person will be there so other one here one here and two here one guy shooting here and one just the pilot so so the details are bigger right so I have to work for these details here is different from this one it's more work I'm repeating myself like I hope my boss is watching this okay that's a lot of work he's doing so another one like I have not so big but a bigger one and I was happy with that this is the first one not so okay it's the first one was the first try but I was happy with the detail because for me this is the most important part of the job because I'm getting rid of the high poly process which would take like because I remember when I started this aircraft in this project my art leader told me you took 10 days to this aircraft and I was yes and I was like oh I was like it's too much I was thinking it's too much it was oh the other guy was taking four weeks so yeah so then I realized okay this high poly it's done but now about painting because painting substance painter is very cool right I mean I love blender but substance painter is so cool so okay let's do the rest of the job but then I was like digging like crazy the internet and I find I find this kit ops smart material which is very like right the very like painter and I realized that okay if I try like thinking like substance painter inside the blender if I mix then and I use a mask just like the height map but paint the real max mask maybe I can combine them so doing like you can see there I have like a blue kind of the how's the name of this car painting material and it's just like a not so polishy metal a little bit dirt so I can like okay I can paint this map and do this substance stuff and using these custom brushes I can have more um organically more um no cooler brushes to do better masques so what I mean is that like I can paint like a real a mask just like substance I mean maybe for you guys like oh but I did I knew that already but for me was like I never thought about that so you can mix and I can just put this mask combine you know this bump node I can combine the normal map and I can put this mask in the bump node combine the normal in the bump in the final in the another normal map and I can have this bump while I'm painting just like in substance if I'm yours like nice so it's done so with this technique I could achieve this result as I said in the beginning for me it's not something from NASA out of space but very simple techniques that I when I had time to think and put together we could do something like because you know that is small studios cannot afford you to have like a zebra license a painter license right and of course you combine other techniques like stencil that blender has is very good you can like put these very cool details that the airplane has like a number like a airplane model or pin up here just at the start and of course getting advantage from these smart materials I can change the paint the car paint color anytime I want just and using using these techniques I can go very easy because using these these materials from these these guys these kit ops is very easy to get rid of very nice basic for roughness and metallic because it's smart materials so I didn't have to do like for example in this part where is that wait wait oh here for example that I was getting crazy very in and I was trying to understand oh where is my okay here like when because these if you don't know are like I would say are weapons like bullets goes outside from these holes and when the aircraft is flying the velocity is so high that when it explodes and the bullets go out they smoke and the fire burns the metal so I was I was checking these little documentary that a friend of mine sent me you know I was like what's this you know I was like okay I was digging and I realized that because there was this brightness spot like this like like a cat you know like when a cat dies in the sofa you know I was like what's this so I realized okay so this is the kind of detail that I add in the roughness because it burns the paint and there is this very thin layer of paint so the metal shine is a little bit more through the paint and something okay maybe it's too much Pedro for okay but I did it and yeah so using these techniques and you select the proper way you can make the roughness the diffuse like you know using these blender already like bake like that is combined the shadow position but for us like PBR pipeline roughness diffuse gloss and stuff and yeah that's the final result I was very happy about it maybe the company can save some money or not so no but so then after that I realized oh maybe I can do some nostalgic renders like in the you know we always like to because it's a lot of work for our meshes right so sometimes we spent a lot of time like rendering something that you did like six months ago but it's a lot of work so I was like digging for photographers or collectors from the world war two photographers and stuff and I was trying to mimic it inside the blender okay how can I do this so then I realized there is there is this aviation at home this true sky atmosphere they are not free but they are not so expensive so I could achieve this kind of you know I show into my friends like what do you think about this I really love that one because this guy that I showed you before he painted the spin up you know so the spin up in the in the aircrafts are so cool and then I was like taking from from the internet this old like it's measured the photos you know was combined to the render you know it looks real right I was proud of myself thank you very much yeah like try to mimic it these old movies all the recordings and then I was like okay that's cool but I like to do cooperation so I called this artist Bruno Ferreira with a friend of mine and said okay if I do these airplanes for you what you can do with that I mean I want to see because he's an environment artist so I gave it to him and I just said okay but I want to break down because I'm gonna show you in the presentation and he was like okay cool I'm gonna do this so he took the airplane he positioned it and then he break this airplane it wasn't break that way so he he broke the airplane do the smoke and the fang you know I was like oh this is super cool and there was like doing other renders like using these add-ons that I mentioned through sky like an atmosphere so this one I was trying to mimic this box that you buy in the store to you know to mount the airplane I was paying attention in this I was like uh uh digging for okay what kind of lens the photographer used like 250 hundred 360 millimeters lens and yeah so that's that's it from my side thank you very much thank you very much