Thursday, November 29, 2018

Props and Kit Refinement

Props and Kit Refinement


Here is the reference I used to model the props and will be using to update the building kit.







I unwrapped all the models and brought them into Marmoset Tool Bag and Unreal to start texturing them.

Monday, November 26, 2018

Environment: Dragon tree Wk 02


I started to create high poly rocks that are different on each side so I can minimize repetition.


I sculpted a bark texture for the trees and made it seamless in Photoshop. Here is the result.


I Sculpted the tree in Zbrush. This is how it turned out.


Monday, November 19, 2018

Environment: Dragon Blood Tree

Dragon Blood Tree


Large rock mood board


Rock set mood board


Dragon Blood Tree mood board


For this week we have to create a simple environment. I found the Dragon Blood Tree quite interesting and creepy. It's pretty different and alien looking.


Final Concept for environment.


I put together the first iteration of the level to test out the modular pieces. I added the  treeTop model and instanced it to create the tree top. I then created a blueprint of the tree with the treeTop meshes and duplicated that around the scene.


I added a quick terrain to the level.

Thursday, November 15, 2018

Resurfaced Professor



Resurfaced Professor




I added the professor into the scene to test his scale.



Here is how I unwrapped the professor


I made a proxy version of Cthulu and scaled him inside the scene to determine placement. I also added the impact of his arrival to Venice.


I was checking the view from the professor's room.

Monday, November 12, 2018

Bluey's texture

Medium Complexity Character: Final Texture




Here is Bluey rendered in Substance Painter with Iray




Here is how the model looks rendered in Unreal.




Here is the wire frame of the model in Unreal.




Floor sculpt I did to make the ground texture.

Thursday, November 8, 2018

Professor


Making the professor.







I created image planes out of the provided reference so I could easily block out the professor.


I used Nicks default mesh from Zbrush to start sculpting the form and clothes


I noticed I was getting the resolution I wanted so I decided to break the model into pieces.  I broke the model into arms, hands, chest, pants, head, upper layer of his clothes.


I started to make the base mesh look like he has clothes.






Here is the final sculpt.


Monday, November 5, 2018

Complex character Bluey


Complex Character Bluey



Low poly in Marmoset Toolbag.


High poly in Marmoset Toolbag.


Here is Bluey with quick textures and wireframe view in Substance Painter.



I baked the maps in Substance Painter.






I did a quick pass to the maps to show off the different color areas for the texture. I also played with the roughness values to make the eyes, pupil skin and teeth have different spec values.

Thursday, November 1, 2018

Building Venice

Building 14th Century Venice



For my current assignment I have to build Venice. I decided the best way to do this was to design some modular building kits. Here is what I'm going to build.


I made some pieces to test in Unreal and to see what I could get away with. I also want to test the scene in VR to see if it can play without frame loss.