Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Friday, December 13, 2019

Common Art: Proxy Shrine

Proxy model of a World of Warcraft shrine for our VR whiteboxed level in common art class.






Saturday, October 26, 2019

RPP3 - Character Texture Maps

Here are the models textured in Substance Painter! I had a lot of fun with this. Our game is very stylized and we decided to only use base color maps, so I had to get a little creative with showing color on edges to give the illusion of shadow.








(definitely some mistakes on the hero's color map! oopsy)


Monday, October 21, 2019

RPP3 - Sculpt of Failure

So I took the hiRes model into ZBrush to add more details because I was an overachiever. The vest and buttons and patches and stitches turned out alright in my opinion and the hair is cool even though he has a receding hairline.



HOWEVER -
Putting the hair in Maya is where the issues arose. Even after deleting the inside faces and probably a thousand unneeded edges on the mesh, the hair was still like 10k tris. Just the hair. Also, when I put the sculpt into Substance to be textured, the models refused to bake. So I wasted about 15 hours worth of work :(



Sunday, October 20, 2019

RPP3 - 3D Character Models

Here are the model and UVs for the NPC I created using Maya:


 low res




  
hi res


And here are the model and UVs for the hero:







Monday, October 14, 2019

3D Art Week 6 - Cannon Textures using Substance Painter


Cannon after being textured in Substance Painter. If I had more time, I would have done some more specific details, but overall I'm happy with it.





Some close-ups of the details.



 Texture Map as seen in Substance.


Base color texture map exported.


Normals texture map exported.


OCT Texture Map Exported.


ORM Map exported.



Screenshots of the cannon imported into a game project in UE4.


I scaled up the cannon a little bit as well. Mannequin for reference.


Monday, October 7, 2019

3D Art Week 5 - Export back to Maya


This week we had to compare our original proxy geo to the new upres sculpt. If any parts of it were too different from the original, we were to retopo it. Thankfully, all of the changes I made to my model were for the most part aesthetic so I didn't need to do a lot of extra work. 



 I ended up keeping the polycount much under 10,000; it rang in around 2400 total for the proxy model.



Here are my UVs, very similar to the first time around.


And here is a lineup of the three versions this cannon has gone thru, from left to right: proxy, sculpted, and hi-res.


Friday, October 4, 2019

Thursday, October 3, 2019

Common Art Week 6 - John Berkey and Perspective


Our assignment was to find a piece by John Berkey that demonstrates perspective and then 3D model the image in Maya and trace over our new image to create a replica of the original. 

My model:


Original image:





My redraw: