Thursday, April 25, 2019

3D Week-ish 14 Environment Part 04

The continuation of the project turn in on Monday, I had a few more days to finish it rather than the usual week but I managed to completely finish it.  There were some cuts that needed to be made so that was a process but I will be pushing this project forward into the next semester so that I can achieve the full version. So it was a rapid process of texturing everything and getting it implemented in UE4. The pipeline that I set up was super helpful for this section of the project. It was a lot but I managed to get it all into engine and lit for the scene. And below are the render images from UE4 of the scene.




And here are some shots of the numerous assets that were created in a modular sheet.



Monday, April 22, 2019

3D Week 13 Environment Part 03

For this weeks update on the Environment project I mainly focused on UV-ing every object in the scene which was the major bulk of this week.  And the other part of this week has been dedicated to setting up the work pipeline of getting everything into UE4 and having the material transitions be as simple as possible.  So I started by importing all of the game res assets into UE4 and getting them placed in the correct layout as the proxy.  I then set up some basic lights to emulate the scene layout I made in Maya.  I also created the file structure and directory for all of the assets, textures, materials, etc. So basically when I start working on the paint job in Substance I can create a first pass of the textures and export them out to UE4. I then set up the material and check out how it looks and gauge what needs to be tweaked or modified, return to Substance and modify the textures for export again and reimport the into the UE4 scene. It creates a nice back and forth balance for me to really work on my Substance and material practices.  As a result the pipeline is now smooth and I can dedicate the rest of this semester to solely this project.  




Here are some shots showing the progression of the pipeline in UE4.


Sunday, April 21, 2019

Capstone Project

I've been working on refining an environment for our team game and this is one of the background set pieces that I designed! It's a work in progress but for now I'm happy with the progress! The first two images below are the asset assembled with the materials I created in UE4.  And the last image and video are of the visual target that I assembled for my teams project as a proposal for the environment and the base design we decided to go with.



Monday, April 15, 2019

3D Week 12 Environment Part 02

This week posed a strange challenge for me.  It was the turn in that was focused on high poly assets and I decided that I wanted to test the method of material work carrying the piece out. So basically I brought the converted smooth mesh preview assets into Zbrush and cleaned them up a bit to be smooth.  A few things I did actual sculpt work on but I really wanted to focus on the substance painter work and UE4 implementation for this project. There are numerous assets so I want to really work with substance painter since I always get critiqued the harshest on my material work.  So the high poly assets may seem lack luster but in reality it's because I want to challenge and practice my substance painter skills. So below are the high poly smooth assets ready that were exported and are ready for UV's and bakes so that I can pour all my time into painting the assets.


Monday, April 8, 2019

3D Week 11 Environment Part 01 Low Poly

This week was all about the new environment project.  After reviewing the amount of time left in the semester it was decided that what I originally declared would be out of scope, so I refined it down to simply a corner of the room instead of the entire room. So I started with a proxy layout of everything and then I refined them into low poly models with cleaner geo and more refined forms. I also set up some basic lighting in Maya for render shots.  Everything is set up to be brought over to Zbrush for high poly detail refinement and I should be able to retain the low poly models I created this week for the bake process.
Below are the wire frame renders of everything in Maya with both a sample vegetation card textured and with the default material.  There is also a close up image of some of the smaller details on the shelves.


And here are the same renders without the wire frames, both with a default material and a textured vegetation card.

Wednesday, April 3, 2019

3D Environment Commitment

So for the upcoming project we could choose either an environment or a vehicle, and I chose to do an environment! I decided to create a rangers cabin environment, basically the safe haven or base that a ranger class would have in the woods. Complete with a potion lab for poultices and poisons and an  indoor garden for growing alchemical ingredients.  I took a lot of inspirations from the hearthfire dlc for Skyrim, building a home that was tailored to your skill set was always really amazing to me so I decided to do something along those lines for a ranger character.  I assembled the reference board for the aesthetic I want to achieve and I've already started creating the layout with primitive forms in Maya.




Monday, April 1, 2019

S2 Week 10 Organic Modeling Part 04


This week I redid some of the UV map and cleaned up some artifacting in the bake. After that I moved to the long process of painting the texture in Substance! This was an interesting paint job because I learned a few new tricks for Substance as well as practiced material separation and break up. Once finished with Substance I exported the texture maps and brought them over to UE4.  In UE4 I assembled the initial material with the texture maps and then modified what needed to be fixed.  After that it was simply creating a lighting set up for render shots.  And I actually tried out a bit of a different lighting set up for this one, I went for a much more dramatic lighting. But overall I'm pretty happy with it and I learned a lot with this assignment.

Here are the renders of the paint job in Substance Painter!
























 And here are the final renders in UE4!!



Of course I'd like to once again give credit to Jordu Schell for creating the incredible physical mask sculpt that I based this digital study on!