Monday, March 29, 2021

3D Art II: Module Three Week Eleven

Final Materials, Textures, and Display of Work

A headshot of Squidface in Unreal:




Some Substance Painter images:








Unreal renders:





Monday, March 22, 2021

3D Art II: Module Three Week Ten

 Game Resolution, UVs, First Bake

Polycount: 14,170





























First bake and mesh maps from Substance:






























Friday, March 19, 2021

VR Immersive Experience: Sprint Five

 Team Three: Individual Contributions III

- Added buildings with emissive windows as outdoor elements.

- Added waterdrop effect to window pane.

- Adjusted room dimensions; brought the walls in, trying to have the room feel big enough while also having all interactable elements within reach.

- Imported Jacob's new dresser and nightstand meshes, and updated drawer blueprints with new meshes. Created a drawer BP for the nightstand.

- Added closet shelf, also added and hangers as pick-up objects (need to work on collision).

- Cleaned out old proxy meshes.






Monday, March 8, 2021

3D Art II: Module Three Week Eight

 Proxy Mesh and Starting High Resolution Mesh

I modeled the pose directly, although I think I remember Nick mentioning having Squidface's legs straight and then posing them toward the end of the process, so I have another version with straight tentacles.






































VR Immersive Experience: Sprint Four

 Team Three: Individual Contributions II

- Modeled and rigged briefcase

- Added briefcase to scene and applied physics

- Added cigarette smoke coming from ashtray

- Added movable window using the existing drawer logic, changing the movement axis from X to Z

- Added movable closet door with existing door logic

- Fixed UV issues with proxys

- Added outdoor skydome with HDR image

- Baked lighting