Monday, October 26, 2020

3D Week 9 - Cannon Proxy Modeling

 


PureRef Board for my cannon. As a massive Arsenal Football Club fan, I wanted to make the cannon from the logo, only to find out that it seems that over the years they seem to consistently be artists renditions and not based on any specific models. The closest real reference was this Saxony Demi Cannon, on display outside of the Royal Arsenal, the historic armory where Arsenal as a club was originated. 
Side
3/4
UE4 Man as reference. 
Poly Count Zoomed in. 
UV Layout. 4x2 UDIMS 
Cannon Brought in to UE4. 
References of the what I plan to create in Substance Designer  the ground plane. 
Final Ground texture I'm shooting for will be these wartorn looking pitches, with the markings of the pitch popping through to make it clear that its a soccer pitch. 
 








Thursday, October 15, 2020

Common Art - Free-for-All


 Scene Being Assembled in Maya. Ship by James Relf acquired from SketchFab. All other Models created by me. 

Beauty Pass in Arnold
Normal | Beauty | AO | ID
Final Rendering of a Sailor stumbling out of the harbor the morning after he fell asleep in the ship. 

Monday, October 12, 2020

Crate - Game Asset Textured and Rendered

Crate Textured in Substance Painter. Inspired by The Flying Dutchmen from Pirates of the Caribbean.
 
Rendered in UE4.





Thursday, October 8, 2020

Point Perspective - Common Art

 


Inspiration

Building Sets
Buildings exported as FBX, viewed in Content Browser
Scene in Maya
1 point perspective.
2 point perspective.
3 point perspective
Render of 1 point perspective. Pop colors inspired by streets of Old San Juan.





Sunday, October 4, 2020

Crate - ZBrush High Poly Bake to Low

The process of bringing in our Crate into ZBrush begins with exporting it as an .fbx
Using FBXImportExport, we brought in our .fbx file, and dynameshed it to create geometry with millions of editable vertices to push and pull through sculpting. After I added all of the detail I was looking for (pictured above,) we then decimated the sculpt to 20% of its poly count, as well as down to 5k polys.
Top Decimated to 5k.

Bottom decimated to 5k.
While we didn't use it in the end, we touched upon how to use QuadDrawing to retopologize a high poly model down and keep the same shape.
Finished Low Poly.
Low Poly next to High Poly import from ZBrush
Low Poly UV'd and ready for export to Substance Painter. 
Imported to SP. Before Mesh Maps were baked.
After High Poly model was baked into the Low Poly geo. 
Rendered Shot from Substance Painter. Ready for texturing!

Wednesday, September 30, 2020

Week 5 - Composition

 


Reference Images
I chose the classic Rule of Thirds composition, with my rocket depot/outpost/station centered, the Mannequin coming over the foreground to the right, and the ship approaching from the left. My composition was inspired by the concept image above.
Beauty Pass
Normal, Toon, ID, AO passes
I began by laying some basic splash tones over the beauty pass. 
Using the ID map as a selection tool I started introduced greater variation in value, saturation, hue, etc.
Background kit bashed with some images of real mountains, and a very faint gradient overlay to introduce a snow haze.
Exposure and Levels adjustments to bring balance value across the image.
Grid to show the thirds of the image, as well as the line that I hope the viewers eyes follow from one side of the image to the other.
With Toon Shader on top.
Final Render.



Portfolio 3 Week 3 - Ember's Textures

 To be frank I did fall behind on Ember this week thanks to multiple real life factors + other school obligations + end of semester burn out...