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Monday, January 29, 2018

3D Class S2 Class 03 - Modeling a Hard Surface Gun

This week we continued our journey into the land of hard surface and BOY is this stuff HARD (pun DEFINITELY intended)

I chose to do a cool Art Deco Ray Gun that I found called the Atomic Disintegrator.  It looks like it was from a fictional series called Space Vixens or something?  Not exactly sure but I loved the style/look of it.  What I didn't anticipate though was just how difficult the round organic shapes were going to be RIP

These were my references:




And this was my model made in Fusion 360


And this was the gun all combined in Zbrush and polished up.  I also created an Alpha using Orb's tutorial found here to add the logo on the side of the gun:

I made a different version of the gun that had a more round frame to it but when I brought it into Zbrush, I realized I didn't like how it looked and instead opted to go for a more flat side look.

I plan on using my classmate Marchand Venter's tutorial for adding height detail to the low res in Substance Painter which can be found here .  I plan to use that for the center chrome panel on the gun along with the bumpy ridges on the knob since I wasn't able to replicate those features in F360



Sunday, January 21, 2018

3D S2 Class 02 - Resurfacing, Baking and Texturing the Knife

This week we took our knife that we made in Fusion and had to retopo, bake and texture it while keeping it within a 3000 tri count limit.

For mine I got inspiration from a knife that I have for wood whittling that has a sweet wooden handle.  I wanted the knife to look like it's been used a lot and has sat outside in the rain/on the ground.

Renders:




Final tri count was at 2980 tris

Tuesday, January 16, 2018

Capstone Progress - Designing Enemies and the World

So hi I'm the art lead for the capstone game Impin Ain't Easy (title subject to change) and decided to blog/update the development process for the game.

Over the break I made the base art style guide for our game, taking a lot of inspiration from Gigantic and Firewatch, two games with a really pretty aesthetic style that I also believe is not super complicated to achieve.


After that, I decided to do some concept work for our main character and the enemies.  Our main character is a dumb little demon imp so I took inspiration from animals like bats, spider monkeys and goats to get the character look.


Color variation explorations for the main character (Scamp).


Rough model sheet

When coming up with enemy ideas, my inspiration came from early colonial america Puritan pilgrims.  Since our enemies our enemy "holy" wizards, I thought that was a good starting point



And finally I started to do some color exploration for our world/main starting area.


I'm looking into implementing a post process material to give us that color depth of field over our environment along with a cel-shaded post process material shader for everything.  That's the big thing that I'm working on this week along with making some rock assets for our level designer so she can start making the world.

Seeing this all together is wild though.  Didn't realize all the work I did that week haha


Sunday, January 14, 2018

3D S2 - Week 01 - Modeling in Fusion 360

Our warm welcome back into FIEA after winter break is modeling a hard surface prop (in this case a knife) in a program called Autodesk Fusion 360
This program is weird and cool???? Sort of???  I don't know.

Anyway this was the finished knife in F360:


And this is it in Zbrush: