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Thursday, May 23, 2019
Sunday, May 19, 2019
3D S3 Project 01 Week 01 Proxy Modeling
This week was dedicated to proxy modeling the conch hut to establish scale and get a pipeline set up from Maya to Zbrush, Substance, and UE4. Just as a reminder the first image below is the concept art that I'm working from created by RE Gao. Unfortunately this concept art has proved to be a bit more complex once I started blocking out the forms. Certain aspects defy physics or have impossible perspectives. But I am determined to create this so it's a lot of problem solving going into the and researching how architecture might work. Overall it's going well, got a lot of the forms going and solved some of the major road blocks. The images following the concept art are the renders I've taken in Maya of my progress as well as a screenshot taken in Maya at the bottom.




Monday, May 13, 2019
3D S3 Project 01 Commitment/Schedule
For the first project I'll be doing a 3D model of the concept art "Conch Hut" created by RE Gao. I'll be focusing specifically on just the hut section of the docks and excluding the boat area. This is just due to time and scope constraints. But moving further after the project is complete I want to add the boat area.
My schedule for this project will be pretty similar to last semester:
5/19: Proxy modeling completed, establish scale, establish pipeline
5/26: High res sculpt/ modeling 75% completed
6/2: Finish last of high res sculpt, and modeling. Create all game res meshes, UV all models, create first bake.
6/9: Final Materials/ Textures, Final Implementation in Engine(Posed/Lighting/Etc)
I'll be adding a reference board shortly! HERE WE GOOOOOOOOOO
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.
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.
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