For the garage project I got my inspiration from Call of Duty and decided to model one of the machines that is considered a power up when playing zombies. I also ended up modelling the Mystery Box as well which is used to get random weapons.
This was my initial moodboard for designs of different machines.

Since I decide on a modelling a JuggerNog I got a reference image to base my model on.

I did the modelling to scale on Maya and textured it in Substance Painter, I wanted it to have more of a grunge look and really visible use of the machine with tears in the paint and rust.




This was the completed model, after finishing it and rendering from Maya, I started to think what I can include in the first section of the garage room.
I decided to model the Mystery Box to include it in the first part of the room with a zombie on the other side, I used a ready asset for the zombie to make it easier for me. ( I am looking into creating one with metahumans on unreal engine).

These were the references I was using when modelling the Mystery Box, I also did the modelling in Maya and texturing on Substance Painter.



The final model of the Mystery Box, I made the questions marks on top of the box to have emission so that I can control it on Nuke with the AOVs to get a glowing effect.
I had a lot of problem with Maya when working with this project when it came to the point of needing to use the GEO cameras from Nuke, it pushed back progress for a while as I was unable to get any of the cameras to work at all. Eventually after many tries it finally worked and I was able to start placing the objects around the space to get some test renders to see how things look like on Nuke.

This was the first test render with all the objects placed in their positions, the box in the first few renders was missing some details as seen in the image below, I had to reexport the FBX from the original file then reimport it in my Geo one. After doing that i was able to get back the missing details in the renders.
