Monday, February 25, 2019
S2 Week 07 Organic Modeling Part 01
This week the transition from Hard surface modeling to organic modeling began! Time to dust off the old organic sculpting skills and get to it. This week the assignment was to halfway complete the sculpt the high res sculpt of the digital study or Jordu Schells work. So I blocked out the major forms and started sculpting most of the medium details. I intend to dedicate the following week to doing all of the finer details and making sure they flow smoothly from large to small. The below image is the original sculpt made by Jordu Schell and the following images are the images of the work in progress digital recreation sculpt!
Tuesday, February 19, 2019
3D Commitment to Organic Bust Modeling
(EDIT)
I changed the focus of my sculpt project on another of Jordu Schells work. A previous cohort student had already modeled the previous choice and I wanted to do one that hadn't been done before.
So BEHOLD the actual sculpt I will be recreating! Of course credit is given to Jordu Schell for creating the original work and this is just a recreation for studying and practice purposes.
I'm going to sculpt this physical bust made by Jordu Schell digitally in Zbrush. All credit of concept and original sculpt goes to Jordu Schell.
Monday, February 18, 2019
S2 Week 06 Hard Surface Modeling Large Part 04
This week I cleaned up the bake I had in Substance painter and proceeded with creating the paint job I wanted for my gun. I specifically wanted to create a cryogenic freezing gun that had vials it would shoot that would freeze on contact when they hit the target. I imagined it being covered in a thin layer of frost on the main body. After completing the paint job I exported the textures to UE4 and created the material and lighting to show off the model in game. The first three images are rendered from Substance Painter and the last three images are from UE4.
Monday, February 11, 2019
S2 Week 05 Hard Surface Modeling Large Part 03
This week I completed the task of resurfacing the high res model of the gun, created UV's and grouped all the pieces with the proper materials and naming conventions. After doing this I brought the low res model and baked the high res sculpt info into the proper maps. So I tweaked and modified the geometry until I had a satisfactory bake of the info. Below is the wire frame image rendered in Maya after finishing resurfacing. And below that are the Iray renders of the low poly model in Substance with all the bake map information.


Thursday, January 31, 2019
S2 Week 04 Hard Surface Modeling Large Part 02
This week I completed the rest of the high poly model for the gun. It was all modeled in Maya and then pushed to Zbrush for final polish and render shots. Moving forward into the next week I will begin resurfacing the model and utilizing the the base cage low res model I made in Maya to reduce the work time necessary. I will also begin a first pass of my Substance painter material that I'll refine. Below are the render shots I took of the gun model in Zbrush! I spent a lot of time making this model including starting the first weeks progress over. But I'm quite happy with how it turned out this week!
Monday, January 28, 2019
S2 Week 03 Hard Surface Modeling Large Part 01
This week I modeled half of the example Nerf Gun given to us all in Maya. Next week I will complete the rest of the modeling for the gun and resurface it as well. Below is the Nerf Gun reference image used as the image plane for modeling purposes. And below that are the render images from Maya of the model currently with and without wire frames.
Monday, January 21, 2019
S2 Week 02 Small Hard Surface Modeling Part 2
This week I took the high res sculpt model of the knife and resurfaced it in Maya using the previous proxy geometry I made. After that I created the UV layout for each piece and exported the FBX files to be brought into Substance Painter. This week was a little different because the model was broken into multiple pieces to be painted and then assembled later. After painting each component in Substance I exported the bake map information and assembled their materials in UE4. Starting with the image below is the wireframe render of all the components after resurfacing.
Below are the individual paint jobs I did for each piece in Substance Painter.

Below are the individual paint jobs I did for each piece in Substance Painter.
And here are some shots of the final product assembled in UE4!

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