Monday, October 29, 2018

3D Week 10 Medium Complexity Character Part 01

This week I sculpted a high res character model in Zbrush based off of the provided concept art below.





Thursday, October 25, 2018

2D Week 09 Concept Round 1

This week I was named the project lead and I coordinated a number of tasks for our team, including team meetings, creating communication chats, assigning responsibilities, and conveying directions and information for the other team members.  I created the mood boards for the new Hog character added to the story and the environment aesthetic we decided on, I also sketched a few thumbnails for the environments and the architecture. Below are the images of the thumbnails, the mood boards and the basic checklist I created to help guide the team.

3D Medium Complexity Model Concept

For this next project I'm going to work on the stag alien deer thing.. I'll be working in Zbrush first to create the sculpt and then resurfacing in Maya.

Monday, October 22, 2018

3D Week 09 Creating A Simple Organic Model

This week I had to follow a similar pipeline from the 4 week cannon project but instead I worked in Zbrush first and resurfaced the high poly sculpt in Maya.  Below in order is the reference image, the image plane in Zbrush, the Zbrush sculpt, the decimated sculpt, the Maya render for high poly, the Maya render for the low poly, the substance painter model render, the material created with the exported Substance Painter baked map info,and the game res model in the UE4 engine with the material applied and the map baked info working properly.









Thursday, October 18, 2018

2D Week 08 Final Illustration

This week I took the base concept work from last week and rendered it further to a final pass.  I decided I preferred to paint the image in black and white instead of a colored image.  Black and white conveyed a more somber setting and the only color I used was red for the blood.  This was to emphasize the  fact that the robot had killed someone.  Color would have taken from the overall bleak emotion I wanted for the piece. I achieved the painterly strokes I wanted for the aesthetic.

Sunday, October 14, 2018

3D Week 08 Working in Game Engine With Final Prop

This week I exported the cannon texture maps from Substance Painter and brought them in to the Unreal Engine 4.  After importing the texture maps I created the material with the separate texture map information.  After applying the material to the cannon mesh I adjusted the material so that the visual appearance was where I wanted it to be.  Finally I placed the cannon in a level and took my screenshots.





Thursday, October 11, 2018

2D Week 07 First Pass Illustration

This week we had to do a first pass of an illustration that we've been building the concept for.  I am doing my illustration on the story of Frankenstein but changing it so that it's set in the future of a post apocalyptic world.  Instead of a monster Frankenstein has created a robot companion out of random machinery because of the madness caused by solitude.  But upon activation the robot killed him and now walks about the wastes to learn what it is and what is its purpose.  For the first pass I have the line work basics and some color layouts. Next week I will begin shading more intensely and refining the illustration further.





Monday, October 8, 2018

3D Week 07 Substance Painter

For this weeks assignment I had to take our high res model from Zbrush that I sculpted and bake the mapping information over the low poly model in Substance Painter.  After this process the low poly model will retain the detailed information from the Zbrush sculpt.  Then I painted the rusted and eroded textures I wanted onto the cannon to create the image I originally thought of when creating the cannon.  The top image is the low res model with bake information from the sculpt.  And the bottom images are the final Iray renders from Substance Painter.






Friday, October 5, 2018

2D Illustration Idea


I'm going to use the story theme of Frankenstein's monster.  But it's going to be set in a post apocalyptic world and instead of sewing together an organic monster, Frankenstein assembled a robot from different leftover machinery pieces from the previous world. And Frankenstein did so out of the despair solitude creates in the post apocalyptic world.  The "monster" will be a dingy roughly assembled robot.  The style will be hand painted textures on 3D models and a less saturated environment.


Image result for broken robotsImage result for post apocalypticImage result for hand painted textures games
Image result for borderlands hand painted textures





Thursday, October 4, 2018

2D Week 06 Basic Lighting

This weeks assignment we had to take a photo of an object with lighting that we set up and recreate it in Photoshop.  I chose to do my metroid amiibo figure with green three point lighting.  As per my usual style I went for a more painterly quality when recreating it.  The top image is the photo I took obviously and the bottom is the recreation.

Monday, October 1, 2018

3D Week 06 UV and Digital Sculpting A Prop



For this weeks assignment we had to take the low poly proxy model we created last week and layout proper UV's in the UV Editor through planar mapping and cutting seams along the model.  After creating the UV's I created the high poly model by adding geometry to keep the model looking the same even in a smooth mesh preview.  Basically when the model is smoothed it would retain the shape it had when un-smoothed.  After making sure the smooth model looks accurate I converted the smooth mesh to the poly model creating an extremely high poly count.  I exported the model and brought it into Zbrush.  Once in Zbrush I sculpted with an alpha brush to create a texture metal look on the cannon model.  After achieving the desired textured look to properly age the cannon I added a few more details with sculpting to create a look of erosion.  I wanted the cannon to look like time was eating away at parts of it rather than damage from force.  After sculpting the model I decimated the model and that concluded this week of the cannon project.

Here are the UV's I created for the cannon.



Here is the high poly model after it was rendered in Maya.


Here is the model after I sculpted and textured it in Zbrush .






















And here is the model after decimating it in Zbrush!