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Wednesday, February 28, 2018

3D Class - Bust Retopo/Paint





Final bust with renders and the stand
The final tri count was 16.8k tris

I'm super proud with how this all came out!
Making a human face bust was sooo challenging but so rewarding!  I learned so much and conquered my fear of Zbrush

Monday, February 26, 2018

Monday, February 19, 2018

3D Class - Organic Bust Sculpt

We are now FINALLY out of hard surface/gun hell god bless.  
This week we were tasked to sculpt an organic bust.  For my subject I chose to do the bust of Cousin Maude from The Haunted Mansion at Disney.  
I absolutely loved the face of the character and thought that there was enough in the character for it to be a challenge but not enough crazy detail for me to be stressed over.

Reference image:

And here is my final sculpt of the character:

I learned soooo much from doing this assignment and finally feel more comfortable in Zbrush because of it.  I got to use a bunch of different techniques and try out a lot of different ways to make shapes and I'm overall super proud of myself for how it came out!


Saturday, February 10, 2018

3D Class Week 05 - Hardsurface Weapon Texture

After 3 weeks of wanting to shoot myself with this laser pistol, its finally done.  I ended up re-uving the whole thing and rebaking it a few times to get something I was satisfied with.  I also ended up learning how to do a lot of cool things in Substance Painter to get the final texture look that I wanted.

Big shout out to Marchand Venter for showing me how to add height to paint in Substance along with showing me how all the weird little filters and stuff work in Painter.  You're the man.



Final renders.  Super inspired by the Nuka Cola ads in Fallout 4 when it comes to the design of these renders.


Final Bake.  Look at those crisp lines


Final Bake with wireframes.  My final tri count was 4100 so 2050 polys.



Additional renders

All in all I'm super happy that everything came together in the end.  This was a really stressful project for me personally but I learned a lot especially how to break down complex shapes.


Sunday, February 4, 2018

3D Class Week 04 - Modeling a Hard Surface Weapon - Resurfacing

For this week we took our hi poly gun and retopo'd it.  I also did a test bake with the hi-poly with some quick UV's to see how it would look and if the side panels would bake correctly or if i would need to retopo those as well.  Glad to know that they did even with a quick UV!

Next up is the UV/Bake/Texture which I'm looking forward to!


Test texture/bake


The retopo/wireframe

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: