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I'm surprised you didn't mention the toilet cubicle [as your favorite prop].

TL;DRCory Bamford enjoyed building the toilet cubicle interior, which doesn't open yet, and the bedding, which was made by simulating cloth in Marvelous Designer so versions are quick to iterate.

Cory BamfordProp Artist

Yeah, actually, the toilet cubicle. I really liked making it. It doesn't open currently, but when it does... I spent a lot of time on the interior, and it was almost like making a very, very small level. I just had a lot of fun with it. And also the door mechanism. In the outpost, if you go to the toilet, just take time to appreciate the door mechanism, because I put a lot of thought into that.

Ben CurtisArt Director, Props Team, Foundry 42 UK

It's very restricted by how much space you've got. And again, functionality: if it's going to open, it needs to open right. No magic doors into walls for us.

Jared HuckabyHost, Community

How much time did you spend on the toilet cubicle, Cory?

Cory BamfordProp Artist

Well, actually the outside was made by someone else. So I spent maybe a week on the interior, maybe a little bit less. I can't remember, it was so long ago. But it was a lot of fun. I don't think anyone's seen the interior yet. That's why I'm really excited for that time. Another thing, I just remembered, I really quite enjoyed making the bedding. For our bedding, I don't know if it's been mentioned on any of your other episodes, we use something called Marvelous Designer for our cloth, which is basically a cloth simulation program. They use it in the fashion industry to concept dresses and the like. But we use it to create a lot of our cloth assets. And when I was making the bedding, I actually had to get a little character in there and set him down and then tuck him in using the cloth simulation program. So that was quite fun.

Ben CurtisArt Director, Props Team, Foundry 42 UK

I think that's another example of working smart, using the tools that are available, rather than having to go in and hand-sculpt every single fold in the material you want, and then someone coming along going, those folds look a bit ropey, and then having to spend loads of time iterating on it. Having a system where you can simulate that stuff gives you your high poly, your source asset. And then if we go, actually, do you know what, that character's not quite working right, or this doesn't quite work...

Cory BamfordProp Artist

Yeah, it's very easy to iterate on different versions. I could very easily and quickly make a neat and tidy tucked-in blanket, and then I could make one that's hastily thrown on or hanging off the bed or whatever, and it's very quick to iterate on that. But it's just quite a lot of fun playing with simulation programs in general.

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Published on this date.6 Apr 2018