Bulkhead door with Blender, part 1
Learning more 3D modelling
To deepen my 3D journey I started I thought I should take on a "little" project going from Blenders default cube to a finished game ready asset. Creating the high- and low-poly mesh, UV unwrapping, baking, texturing, rigging, animating and finally having it presentable in a game engine like Unity. I see now that calling this "little" was blind optimism on my end. After spending hours over hours on my model I just finished baking the high-poly mesh onto the low-poly mesh, feeling rather intimidated by the next big step texturing. But, I still think there is a lot to tell so this post will focus on:
- Creating the high- and low-poly mesh
- UV unwrapping
- Baking in Marmoset
What I want to create
As an Alien fan I thought I could pick something out of the Alien universe I would like to recreate. I also wanted to learn rigging and animating, therefore whatever I pick had to have moving parts. My first thought was that I will recreate the iconic Alien spaceship the USCSS Nostromo.

Already painting in my head how I recreate the spaceship in the smallest detail, moving parts, lights, walking the interior in first person, ... — even I knew this is a bit much for me. It needs to be something smaller, and after some research I came across the original drawing of a Bulkhead door from Ron Cobb.

His drawing differs from what was used in the movie as the movie does not have the red warn lights around the door, as well as some differences at the side barrier doors. What I wanted was to recreate his drawing as good as I could, as close as possible, and this is what I set out to do.
Creating the mesh
Starting to work on the high-poly mesh I thought this step should not take too long. Ohh was I wrong. I started over twice, third time is the charm they say. It was, even though it still took me hours and I would do so many things differently if I would do it all over again, but this is what learning feels like, and I will call it a nice feeling.
After hours I got the high-poly mesh as ready as I wanted it to be. Here a look at the frame with retracted inner side barrier doors and a view of the closed bulkhead door, both with temporarily applied materials for better visibility.

As I was using the AddOns Hard Ops and BoxCutter with a non-destructive boolean workflow, making the creation of the low-poly mesh easier by just removing some boolean cuts. Here a front view of the low-poly mesh.

I really liked using those AddOns, even though I want to try a different workflow with e.g. MESHmachine and MACHIN3tools, or additive to the boolean workflow to touch up parts of the mesh after applying modifiers to get even better results. For now though I wanted to restrain myself from using even more tools.
UV unwrapping
Doing the UV unwrapping turned out to be harder than expected and also easier than I thought, at least after I figured out what my issues were I had. There were two main problems I encountered that I'm sure I can avoid when I tackle my next project. The first one is that I had "flipped normals".

All the red you see? Ya, not good. It's kind of an "inside out" problem, aka. a face being in the wrong direction. After some searching I found out I can "recalculate outside".

Doing that for all my parts that had wrong normals I finally got them the way it should be, all blue.

The second issue I had I was not able to fully fix; some vertices seemed "misplaced" when unwrapping the mesh, producing some very strange result in the UV map. You still see some of those artefacts in the final result.

But all in all I'm quite happy with the result and decided to move on — for the sake of time. Besides, that it did not seem to make any problems the way I had it when I tested the asset later. To avoid this type of issue in the future I would try to take better care when creating the actual mesh. Looking closer at the topology I am producing, hoping that future Martin will figure that out.
With this amount of stress, and the feeling I messed up everything, I was still able to have everything properly UV unwrapped.

Baking in Marmoset
Initially when it came to baking the high-poly mesh onto the low-poly mesh I thought I will use Blender as well. Even though I still plan on learning this in Blender, I decided to go with Marmoset Toolbag 4. In hindsight, I would call this "a whole new beast to tackle".
Why Marmoset and not Blender or Adobe Substance Painter? I made the decision as I saw it used not only in a bunch of tutorials, but also due to the support for Texturing, including the usage of smart materials. It also made the impression of being rather intuitive to use (I was not too wrong with this, I actually was able to figure out a lot of things just on my own). What caught me as well was the pricing, it gives the option to either pay per month as subscription or, my favourite, make a one time payment and you own the program. This was the reason for me to not go with Adobe Substance Painter as I dislike the subscription only way Adobe goes with all there products now-days. Not using Blender was just due to reading about poor support for baking and texturing (so far, apparently there is work being done).
Getting to the actual baking process this was super convenient. This
was thanks to the naming convention for meshes, having the high-poly
mesh named with _high
, and _low
for the
low-poly mesh, exported in the same way.

This enabled me to "just hit import" in Marmoset and get a proper setup bake project.

After tweaking some details for smaller parts on the mesh, specifically painting skew.

I was able to bake the project and get all the maps I needed (here is the tutorial I worked through to manage this: The Toolbag Baking Tutorial).

What comes next?
As mentioned, this is not the end of my journey creating the Bulkhead door. Next up will be
- Texturing with Marmoset,
- Rigging and
- Animating
the door in Blender. And finally having it all in Unity with some nice lighting as a proper showcase. I started getting my feet wet texturing the door in Marmoset, nothing fancy yet; here a little sneak peek of my first experiments.

My goal is to get a realistic door with materials inspired by the movie, though I think this will still be a long way.
That will continue next month with part 2 of this "little" project 👋🏻.