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!

Saturday, March 23, 2019

S2 Week 09 Organic Modeling Part 03

For this section of this assignment I resurfaced the high poly model to create the game res model.  I then proceeded to create the UV layout and proper clean up of the low res model.  After that I exported the FBX of the game res model and imported it into Substance Painter for the bake map process.  Below are some shots of the game res model rendered in Substance Painter with the first bakes information. And below that is the Maya wire frame image, I came out to 17k for the poly count.





S2 Week 08 Organic Modeling Part 02(Continued)

I completed the remainder of the high poly sculpt for the organic model including the asymmetrical aspects from the reference image by Jordu Schell.  Below are the renders from Zbrush of the finished sculpt and I exported the model out to Maya for resurfacing,UV layout, and substance bakes. 



Monday, March 4, 2019

S2 Week 08 Revisit of Ent


So for industry review on the 28th I revisited and reworked a lot of my old Ent environment.  Mainly I decided to touch up and remodel the background trees from being just cylinders and actually creating trees for the forest.  I also worked on the foliage to make it less uniform in its application and more randomly laid out.  I also created a Substance Designer material from some guides and tutorials for my rocks to learn more about the process of Substance Designer.  The Ent  also received some treatment in Substance Painter to look more cohesive with the trees behind him. And then I did overall cleanup with lighting and scaling in general to make the scene feel more accurate and alive.  I'd like to keep going back to this project to update and rework assets as I learn more and improve my skills.






S2 Week 08 Organic Modeling Part 02

So this week we were aiming to complete the high poly sculpt of the organic bust.  Unfortunately I was struck with a horrible stomach flu that knocked me out of commission for the majority of my work schedule. So I updated the proper sized image references and corrected the proportional issues that I had from last week.  Moving from there I continued working on the large to medium details and began the smaller details.  This is currently where I am in the sculpt but I will be working double time over spring break to catch up.