Lantern Modeling for Games [Step by Step]

Lantern modeling for games is a best practice for hard surface artist.

But Why lantern modeling is best for learning Game assets because lantern is made with dirty and rusty materials.

If you make a lantern then you can learn About Hard Surface modeling, glass Reflection, Refraction, IOR, dirt, and scratch texture.

So without wasting time let’s start the tutorials.

Step #1: Find high quality reference images

Reference is the most important thing before starting any 3D Modeling Project.

You can find reference images through Google Image Search, Free Stock Website, CG art websites, etc.

I find the old and New Lantern reference from these websites. After finding the reference. You can organize your reference images with PureRef.

So, after finding the great high-quality reference and organizing image with PureRef, you can start the modeling process in Maya.

Step #2: Blocking

When comes to Game Props modeling, you need to block out the basic shape of your 3d models.

Many Artist First model High Poly then they create a low poly model with retopology. I started with the blocking model to save time for retopology.

Game Props do not need retopology if you do properly block out the model except character models.

I use a cylinder for creating rounded shapes. Sometimes I use forty subdivisions and sometimes I use twenty subdivisions for creating perfect round shapes.

For Lantern Wire and handle, I use Maya NURBS modeling techniques, in 3D Max, you can use a spline to do the same.

For Glass modeling, you can use NURBS or create with a cylinder which is most easy for you.

I created glass with a cylinder and scale the glass to create a perfectly rounded glass. After blocking the lantern you can save it for later use.

Step #3: Adding High Poly Details

For High Poly modeling, Sculpting software such as Zbrush and Mudbox is good. But for this Lantern model, I don’t think, Zbrush is necessary to add high poly detail.

So I add high poly detail in Maya. For high poly modeling, I do lots of boolean operations, Beveled Edge, Apply mesh smooth where necessary.

After creating the perfect high poly model, you can save it with different names such as Lantern High Poly.

Step #4: Create Perfect UV Mapping

Now, you can open your lantern 3d model that you save earlier. Maya and other major 3d modeling software create automatic UV for every part that you created.

So the first step is to delete the default UVS. I use Nightshade UV editor for Maya to create UV Mapping in less time. You can download this script here.

Nightshade UV Editor is really cool UV Script for Maya. You can use this script and you will love it.

You can always check your UV for distortion with Maya UV Checker or you can use a Fancy numbering image that you can find on the internet.

Actually, UV Mapping is a very boring task but it’s necessary for higher texture resolution possible.

So after creating the Perfect UV Without any distortion. you need to pack the UV. I Arrange UV Mannualy.

You can do automate this task But Manual is better.

Step #5: Cleanup

Mostly Newbee artists don’t fix errors on their models, They just create models and export them.

So you need to fix errors on your 3d models and clean up your scene. To find and fix 3d model errors, I use Turbosquid Checkmate Scripts.

Cleanup the Model:-

  • Open Maya HyperShade Editor and Delete Unnecessary Material.
  • Open Maya Outliner, Then select your whole model and Press CTRL + G to Create Group.
  • A new Group is Created, You can change the group name such as Lantern.
  • Now Delete other unnecessary items if created.
  • Now you can change all part name with _lp or _lowpoly extension such as Glass_lp, oilbox_lowpoly.
  • After Give Proper Naming, you can export it as FBX Format.
  • You can also change the name is a high poly model with extension _hp or _highpoly extension.

Step #6: Texturing in Substance Painter

Substance Painter is a great PBR Texturing software. For a Realistic result, you need to follow the Proper PBR guidelines.

You can use any 3D Painting software such as Mari, Substance Painter, 3D Coat, etc for texturing.

Firstly you can bake all the necessary maps before starting texturing. In Substance Painter, Baking is really easy, you just follow the instruction.

Step #7: Rendering

Many rendering engines are available for realistic output.

I use Marmoset Toolbag for faster and Great render output because it’s a very easy and faster render engine for gaming projects.

Marmoset Toolbag has every tool that you need to create the best render result and you can also create a turntable within seconds in Marmoset Toolbag.

Now It’s Your Turn

Lantern modeling is not complex, if you know the basics, you can easily create these types of 3d models with practice.

If you are struggling to make this 3d model, share your problem in the comment section, I help you.

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