Monday, April 22, 2024

Character Project 2 - P.3

For this project, I am modeling a plague mask based off of a concept made by AbyssalBrews (source linked.) In the first step, I made a proxy model of the design in Maya and imported it into Unreal to set up the lighting rig and glowing effecting of the potion bulbs. Next, I sculpted a high resolution version in ZBrush, adjusting the proportions to better match my reference. I used ZRemesher and Quadraw to retopologize the mesh, and then brought it back into Maya to cut UVs. After that, I painted textures in Substance Painter. Finally, I brought everything together to render in Unreal.

Renders

Final renders:


High resolution sculpt in ZBrush:


Wireframe:




The model aligned with my reference:


Proxy with lighting rig:



Project Plan

I mapped out a plan for this project over the next couple weeks. 

Week 1: Proxy model and lighting setup.

Week 2: ZBrush sculpt 

Week 3: Game Resolution model, UV, texturing, and updating materials in Unreal.

Final 2 days: Making adjustments based on feedback. 

Reference 

Monday, April 15, 2024

Character Project 2 - P.2

For this project, I am modeling a plague mask based off of a concept made by AbyssalBrews (source linked.) In this first step, I made a proxy model of the design and imported into Unreal to set up the lighting rig and the glowing effecting of the potion bulbs. Next, I sculpted a high resolution version in ZBrush, adjusting the proportions to better match my reference.

Renders

High resolution sculpt in ZBrush:



The model aligned with my reference:


Proxy with lighting rig:



Project Plan

I mapped out a plan for this project over the next couple weeks. 

Week 1 (this week): Proxy model and lighting setup.

Week 2: ZBrush sculpt 

Week 3: Game Resolution model, UV, texturing, and updating materials in Unreal.

Final 2 days: Making adjustments based on feedback. 

Reference 

Monday, April 8, 2024

Character Project 2 - P.1

For this project, I am modeling a plague mask based off of a concept made by AbyssalBrews (source linked.) In this first step, I made a proxy model of the design and imported into Unreal to set up the lighting rig and the glowing effecting of the potion bulbs. 

Renders

Here are my renders so far:



Project Plan

I mapped out a plan for this project over the next couple weeks. 

Week 1 (this week): Proxy model and lighting setup.

Week 2: ZBrush sculpt and game resolution model. 

Week 3: UV, texturing, and updating materials in Unreal.

Final 2 days: Making adjustments based on feedback. 

Reference 



Monday, April 1, 2024

Environmental Art P.4 - Vegetation Pack

For this project, I practiced environmental techniques for creating vegetation packs. I focused on a swamp scene for my environment.

Here is my render in Maya:

Here are my references:

I found a good plant guide for wetland vegetation here: (Link)

Using Procreate, I drew the alpha for my pieces:


I then colored in the pieces:

I brought the texture into Maya, laid it on a flat plane, used the alpha for transparency, and then cut around each piece to reduce transparent areas for optimization


I painted on some vertex colors for wind effects.



After that, I used the bend curve tool to shape out my pieces, and organized them in a couple different ways to match my references.


When I tried rendering in Unreal, I came across an issue with the depth of the plants. Some of the pieces would render above pieces in front of them. I had this issue in Maya at first, but adjusting depth peeling fixed the issue. I could not find this same fix in Unreal.



Monday, March 25, 2024

Environmental Art P.3 - Vertex Paint

For this project, I learned how to vertex paint in Unreal Engine to make tiling textures look less repetitive.

Here is the final screenshot:


I added moss and water stains to the wall, as well as dirt and staining to the plank floors.

Here is the material (I used two different ones for the walls and floors):


Here are my textures (they were picked from the internet and then brought into Substance Sampler to make maps):



Height maps -





Monday, March 11, 2024

Environmental Art P.2 - Trimsheets

For this project, I practiced making trimsheets. I wanted to make a stone and wood-pattern wall that could be included in my capstone game.

Here is my final result in Unreal Engine:




Here is my reference:

This piece is by Seth Baldwin on Artstation.

Here is my high res sculpt in ZBrush:

Here is my low res model setup in Maya:


Here are my UVs:

Here are my textures:





Monday, March 4, 2024

Environmental Art P.1 - Sculpted/Tiling Textures

For this project, I am learning how to create sculpted/tiling textures. 

I followed Method 3 - Sculpting Tiling Textures with Nano Mesh.

Here is how my texture turned out, rendered in Unreal:

More simplified -

More grunge -


Here are the flat textures from Substance:

Moving towards Fortnite's style, I still want to add some more stylistic touches later on because it is still looking more realistic -


More realistic grunge for fun -

Here are my individual maps:

Base color -


Normal -


AO/Rough/Metallic -

Here's the bake on the mesh in Substance:


Here is my reference board. I want to create a texture that looks like old wooden planks, while also following the softer style of Fortnite textures.



Here is my base pattern I created in Maya and then imported into ZBrush:


Here's my render in ZBrush:


A render of the insert mesh brush I created:


Here is my alpha map:


Character Project 2 - P.3

For this project, I am modeling a plague mask based off of a concept made by  AbyssalBrews  (source linked.) In the first step, I made a pro...