Monday, October 29, 2018

Complex Organic Character

Complex Organic Character





The reference image I used was squashed. I didn't notice until I was done with the low poly.


Here is the sculpt out of Zbrush. The reference image I used was squashed.


I started to resurface the model in Maya


I resurfaced half the model and then mirrored it over.


I resurfaced the model and Maya and created loops so the character would animate.




I added the teeth.



I UVed the low poly model so I could have unique textures everywhere.



Here is the correct reference image.


I noticed the reference image was messed up so I had to fix the proportions on the high poly



Added the teeth to the model.


I have to adjust the low poly to the new high poly model.

Thursday, October 25, 2018

Il Misterio di Cthulhu

Il Misterio di Cthulhu





For this week I was picked to design the environment for Il Misterio did Cthulhu. I looked up a bunch of images for 14 th century Venice to see how they looked. I plan to do modular kits to create the buildings.


Complex Organic Character

Complex Organic Character



Enemy Sprite Animations

Enemy Sprite Animations







I finally finished with the enemy animations. I got them into Unity and set up how I want them to play in the game. Later today our group presents the game. I need to get some sleep.

Wednesday, October 24, 2018

Environment elements

Environment Elements







Adding sprite elements for the game. These will be layered together in Unity to create the backgrounds and levels of the game.

Tuesday, October 23, 2018

Adding Background elements

Adding Background elements





I created a set of sprites that will be used to create the background of the game in a modular fashion.

Monday, October 22, 2018

Create a simple Organic Model


Fishy # 04


Here is the reference I used to make my model. I picked the fourth fish.


I blocked out the model in Maya.


Here is the wireframe.


I imported the model into Zbrush.


I sculpted the body of the fish first.


Here is how the model looked once I finished the body.



I then sculpted the eyes and teeth. Since I planned to mirror the teeth and eyes I only did sculpted half of them.



I exported the model out of Zbrush as an FBX and brought it into Maya to retopo the model. I used the Quad Draw to retopo the high poly model. To do this I select the high poly and make the object live.


I UV half of the model and save a selection set for half of the model. Then I mirror the model and delete history. I then saved the file. I select half of the model with the selection set and offset the UVs by 1 with the transform tools in the UV editor. I did this so when I brought the model to Substance Painter it would bake the textures properly. I wanted to have as much texel density as posible when I painted this texture.


Here is how the texture looked when I finished in Substance. I then took my maps exported from Substance Painter and combined them quickly into one map in Photoshop. I also packed the ao, roughness, and metalness map into a targa file. I added more details to the normal map in Photoshop and tweeked the maps to my liking.







Here is how the model looks in Unreal with the material and simple lighting. Auto exposure was turned off so I could control the lights.

I adjusted the lights in Unreal because the scene look too dark on my school monitor's and on my laptop when I tested the scene.


Here is the wire frame view in Unreal. To show it off I rendered out the wire frame template and screened the layer over a fill layer I liked and saved it out as a diffuse texture. In Unreal I added a Switch node to the Albeado so I could easily swap out between the two textures.


Here is the material set up.


Here is the final render.

Thursday, October 18, 2018

Orc Animations

Orc Attack



Making the orc attack animation. Yesterday I blocked out the attack, walk and idle for the orc animation. Now I have to finish the fill before I can call them done.

Character for Starfish

Character for Starfish




Here is the character for Starfish. Their dive suits are actualy special skins that are like shells.