Monday, December 3, 2018

3D Creating an Environment Part 03 (Week 15)

Rough look at the overall scene.


I finished the tree.. it is now textured and in UE4


I made a prop to go with the scene and theme.



I made a custom tile and baked maps in Substance Painter.


Made choices on the types of Foliage I want in the scene

Thursday, November 29, 2018

2D/3D Update (Round 4)

This week.. I finished retopo on the Cthulhu statue and did the UVs then baked the low and high res mesh in Substance painter.



Monday, November 26, 2018

3D Creating an Environment Part 02 (Week 14)

This week... I finished re-surfacing all the rocks inside Maya with UVs,



The Tree is almost finished in Maya



Monday, November 19, 2018

3D Creating an Environment Part 01 (Week 13)

This week I started the block out process for my environment.


I started modeling the LowRES tree in Maya



I also finished the Rock Set in Zbrush (4 types)

I was able to re-topo one small rock in Maya and UV

Thursday, November 15, 2018

2D Proxy Pass 3D

This week I finished the High Res sculpt in Zbrush


I started to resurface the GameRes in Maya.

Creating an Environment Ideas

My idea for this is to borrow elements from Bloodborne (Game) and create a similar design and environment with he same mood and feel.


Created this mood board with all the elements that I want in the environment, including flowers, tree, some terrain and rock elements.

Sunday, November 11, 2018

Creating A Medium Complexity Character Part 3 (Week 12)



High Res Sculpt in Zbrush


Low Res Wireframe in Maya


Substance Painter textured
Hat

OctoPirate


Then I exported the textures from Substance and imported it into UE4 where I built the Material instance for both. (Left: Hat/ Right: Octo)



This is the Final Result in UE4 after importing mesh, creating material instance.






Thursday, November 8, 2018

2D Concepts Round 3 Final Color

For this week... I went ahead and started to model the high sculpt in Zbrush of the Cthulhu Statue. Using the previous week's concept as a reference.... this is the rough block out in zbrush. I under estimated how long it would take to do completely finish the sculpt.






Monday, November 5, 2018

3D Creating a Medium Complexity Character (Week 11)

This week I took my Zbrush High Res Sculpted model into Maya to create a low poly version by re-doing the typology on it using quad-draw.

The Hat (Accessory) poly came in at 1444, under the 1500 limit.


The Octo-Pirate came in at 2760 Poly, under the 3k limit.


Then I Proceeded with doing the UV's for the model.




Here are the results of the re-topology in Maya... Rendered out.


Here is a bigger version of one of the renders.


I also exported both the low and high res model for both the hat and the octo-pirate and baked the maps in Substance painter... this time everything went smoothly.


Research (Decals)

What is a Decal? Shader Used for placing material onto pre-existing material. Decal can also be layered, simple or complex It can be a...