Showing posts with label Common Art. Show all posts
Showing posts with label Common Art. Show all posts

Friday, July 23, 2021

Sprint #5 Delivery

For this delivery, I tweaked the lighting in the tower and fixed the material of the shelves so that they didn't look so dark compared to everything else.





I also worked on the texture issue with the tower. I fixed the UV's but am still having issues with the normals in substance painter. I'll keep playing around with it to find the problem.





Sunday, July 11, 2021

Sprint #4 Delivery

For this sprint, I made a repeatable brick texture for the tower that resembled the other rocks in the scene more. Also adjusted the coloring so that it wouldn't look so dark. I also went ahead and gave the wooden doors more of a realistic wood grain texture to match texture detail compared to Pedro's door knockers.

Repeatable Texture




New Tower Texture





New Door Texture




Thursday, July 8, 2021

Lighting Practice

For my lighting practice assignment, I wanted to try doing a sunset scene since everything takes place outdoors. 

Here are the pictures I referenced for my lighting scenario.




And here are my shots from UE4.










Friday, June 25, 2021

Sprint #3 Delivery

This week, I focused on fleshing out the rest of the props that are seen in the throne room, such as the orb pedestal, the ribbon plank, and the benches.

Schedule



Maya Shapes



ZBrush Sculpt

Textures


UE4


I also went ahead and adjusted the lights on the throne so that it would pop more as a hero asset. Metal still looks really shiny so that is something to tweak.

Saturday, June 12, 2021

Sprint #2 Delivery

 For this sprint,  I focused on the hero asset --> The Goblin King's throne.

Sculpt


Bake


Texture

Iray


In Engine





Friday, May 28, 2021

Sprint #1 Delivery

For this sprint, I mainly worked on finishing the textures for the Goblin King's tower and starting on the high res sculpt of the globin king throne.

Here is the schedule I followed and will be following for future sprints, the ones highlighted in red being hero assets.




Here are the final textures for the Goblin King's tower.





And here is the progress done on the sculpt for the Goblin King's throne. I was able to put the model into ZBrush and get started with the crown.




Sunday, April 4, 2021

Sprint #6

This week I focused on building out clearer proxies for the objects inside of the throne room that would be ready to be up-ressed and then sculpted on in ZBrush. In the picture below, I was able to have a better proxy for the throne, crown, barrel, orb stand, and ribbon plank. 



Sunday, March 21, 2021

Sprint #5

For this sprint, I continued polishing up the goblin tower. I finished the game res mesh and UVs. I also work on a procedural material that can be used for the tower walls.

Here is the final sculpt of the doors.




Here are the UVs for the game res mesh. It came out to be around 4,300 polys.




And here is the procedural material shown on the tower. This is just a start on textures so they are nowhere near finished, I only slapped some colors on. I'm considering lowering the opacity bit on the material so that its not too distracting.



Moving on for next week, I plan on finishing the texture and then the goblin tower would be finished.

Thursday, March 4, 2021

Sprint #4

For this sprint, I have been working on the outside of the tower that we see in the bog. I first created a proxy and that is what is currently sitting in our bog level.




Then I went back into Maya to work on the higher res version of the model.




Which I then brought into ZBrush to sculpt.




I'm currently working on the sculpt, most of my focus will be on the doors and the stone archway since that is what the player will be seeing the most. I plan on creating a procedural texture for the rest of the tower to help save time on sculpting and texturing.

Friday, February 5, 2021

Sprint #2

For this sprint, I concepted out the Goblin King throne room so that we had an idea of how we would want to have it in UE4.

I started off with creating a PureRef to gather various images of the throne room as seen in the film as well as specific props that we would want to include as set dressing.




After creating the PureRef, I went into Maya and roughly modeled out how the throne room would be set up. I used the UE4 model as a reference for scale and to see where the player's eye level would most likely be.




Once the room was set up with all desired props, I rendered three different shots from different angles using Arnold.




After rendering them out, I painted over one of them to see a snippet of how we would want it to look in-game.



Next steps for next week would be exporting the geo I used in Maya to transport into UE4 to be used as proxies until they are later replaced with the final models.

Thursday, October 15, 2020

Common Art Week 07

Make our own piece!

This week we were given free reigns to do whatever we wanted. It is currently Fall so I decided to make a pub called "The Pumpkin Pub."

Below are the references that were used. The artist, Elodie Mondolini, was a huge inspiration for the style that I was trying to achieve.


I first created a rough sketch to figure out composition and then modeled the shapes in Maya. I added some color to see how the light would really react with certain colors.


Below is the beauty pass I ended up using.


And here is the final result after painting over it in Photoshop.


I was very pleased with how this turned out. Personally, I feel like this piece has been groundbreaking for me because I finally feel like I'm getting a good understanding of how to use 3D to my advantage in creating concept art. I also feel like I really improved in my rending of stone and wood.