Sunday, September 29, 2024

Week 2 Treasure Chest



For this week we have taken our 3D assets and started doing Hi-Res detailing on them with my treasure chest I wanted to make it feel like it was an older chest with some weathering to it, along with making with detailing we had to bake our High resolution details down into texture maps for our Game Res models. The render above is the Game Res model with the Normal map baked out from Substance Painter.


Here is the Wireframe of the Game Res Chest in total the chest sits at 7034k tris. I believe I can optimize this even more and get it down to 5k tris.




Metal Bracing UVs




UVs for the Planks



Uvs for The Lock



This is the sculpt pass from zbrush my goal with this project is to get those details from zbrush to translate as seamlessly as possible into the Game Res model.



Here is one last angle of the sculpting details from Zbrush.





 


Thursday, September 26, 2024

Week 5 Use of Perspective

 


Week 5 use of perspective here is the composited shot.


Here is the initial beauty render from Maya.



Here is the Color ID pass.




Here is the Normal Pass.




Here is the Ambient Occlusion Pass.




And here is the perforce submission.










Monday, September 23, 2024

Week 1 Treasure Chest


We have officially started a 3D model that will go through the whole pipeline. I decided to do a treasure chest! Here is the Game Res with some subdivision added.



Here is the Proxy/Game Res wireframe.




And this is my main reference for the model.





 

Monday, September 16, 2024

Week 4 Hammer Sculpt Project

 


For this project our goal was to model and sculpt out a hammer, An exercise in getting used to using primary, secondary and tertiary detail.


All the geometry is separated into its own sub-tools to keep topology clean on the lowest subdivision the goal is to make this into a worn hammer that has seen some battle time.


Ultimately for this hammer while it partially was a follow along in the tutorial given for the class I want to take and use for my larger scale side project.







Sunday, September 8, 2024

Week 3 Head Project (Zbrush)

 



For this project I actually wanted to turn in a personal project I am working on for some feedback and since I have some experience with Zbrush I figured I could use this assignment to help me refine this. This is a skin shader pass I made in Substance Painter and Unreal Engine 5 to test out things like scattering and skin discoloration in the renderer.




This is the sculpt pass in zbrush my workflow is currently using a feature in zbrush called HD Geometry which allows me to store even higher poly models in the program without having it rendered all at once, this lets me get some pretty nice skin detail at the sculpt level instead of having to worry about it in the texture pass.




This is the full sculpt currently. There are still details being blocked out for the outfit so everything is currently at a lower level of detail, the head was separated to have it's own UV space so I can have it thrown in engine and start doing lookdev as early as possible, it helps for me to jump around between substance, Maya, Zbrush and Unreal to help everything become cohesive, it also allows me to see the end goal sooner which keeps me from burning out on longer scale projects!





Thursday, September 5, 2024

Week 2 Silhouettes


Silhouettes of the Hercules character this was a big challenge for me I don't usually tackle silhouettes but it was a fun learning experience.



The hands came a bit easier but I had a hard time trying to find ways to make them distinct so I went with getting them drawn in different poses to see how they could possibly emote in game.



PurREF board it's a bit scattered but everything I drew out came from here!




Perforce Folders










 

Sunday, September 1, 2024

MineCraft Level Homework

 A continuation of the previous project but now the cubes have simple pixelized textures.


Along with the simple textures this exercise also allowed us to make pretty basic sprites for foliage.


This was a fun exercise and it really was a unique challenge creating an environment with these kinds of constraints.


Material construction for one of the Master Materials.



Material Instances for all objects used in the scene.






Week 13 First Texture Pass

For this week I have officially started the texture pass phase. In this phase after finishing retopology and UVs I'm fully immersed in S...