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.



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...