Zachary Hundley
Despite working under a compressed timeline, I am satisfied with my modeling/texturing work for this project and I believe my team did the Dishonored 2 scene justice.
Modeling
This was a quick modeling job in Autodesk Maya. I created a simple folded letter model, duplicated it several times over, and added little variations to the folded corners. I arranged them in a stack at slight angles from eachother to better replicate the reference model. I created the two straps which enclosing the letters using a rectangular prism with two deleted faces which I then extruded slightly inwards to create the necessary depth.
Stack of Letters

Like the stack of letters, this was an easy modeling task. I created a simple envelope shape, added subtle folds, then attached basic clasps and string.
Manilla Envelope

I modeled this desk in Autodesk Maya mostly by just arranging rectangular prisms. I gave the table's legs realistic curves and bevels, and the table's working surface a slight indent as I noticed in the reference image. With this model and several of the others, I also placed several copies in a proxy model environment so to more easily import them into Unreal Engine.
Wooden Desk

This was the most complicated of my models and I put a lot of effort into accurately replicating it's more subtle details. I did some back-of-the-envelope math to determine the ideal number of sphere divisions (51) with which to most faithfully model the round bulb's 9 concentric ridges. After adjusting the bulb's vertices to my satisfaction, I modeled the protective ring, side metal pieces, and top metal piece. I made sure to UV-unwrap each mesh first, then I duplicated the bulb area twice. Next I modeled the vertical chains and rings which hold up the light fixture, and lastly I extruded a poylgon over CV curves to create the curved ornamental chassis.
Ball Lights

My trash can model was relatively simple. Take note, there is a cylindrical mesh (shown here as transparent) for a dense mesh texture to be applied onto.
Trash Can

Texturing (Substance Painter)



