Final Render
Saturday, December 12, 2020
Monday, December 7, 2020
3D Art: Module Four Week Fifteen
Semi-Final Presentation
I tried to re-do my vines with an Insert Mesh Curve Brush, but it ended up looking not great. It was too obvious that it was being repeated, I think the IMM Curve brushes work well for mechanical or really exact stuff like zippers or chains, but with organic shapes I can't get it to look as convincing.
I ended up going through and UV'ing the vines I had made in Maya. I'll probably still have to redo my vines because they're pretty high-poly.
Thursday, December 3, 2020
Monday, November 30, 2020
3D Art: Module Four Week Fourteen
Backstory, Reference, and Proxy Layout
I initially wanted to do a pirate deck since the cannon I did is pirate-themed, but when I textured the cannon I made it aged and rusted. It wouldn't make sense for it to be on a clean, operating pirate ship, so I wanted to age the diorama. I wanted to make the boards crooked and have weeds growing up through them and around them. I also plan to add algae growth to the boards once I get them in Substance Painter.
Monday, November 23, 2020
3D Art: Module Three Week Thirteen
Final Display
Thursday, November 19, 2020
Monday, November 16, 2020
Monday, November 9, 2020
3D Art: Module Three Week Eleven
Creating High-Resolution Geometry in ZBrush
Monday, November 2, 2020
3D Art: Module Three Week Ten
Creating High Resolution Geometry in Maya
I ran out of time this week, so things aren't as clean as I would've liked. There's a lot of pinching on the cannon itself around the ridged edges that I added. I'll have to fix it this coming week.
Monday, October 26, 2020
3D Art: Module Three Week Nine
Cannon Project: Creating Proxy Geometry in Maya
I initially wanted to have a creature-focused cannon, like the two images in the top left of my PureRef board, but I was worried I wouldn't have time to finish it. I instead went with a naval cannon similar to the example:
I ran into an issue with importing in UE4 where my cannon was coming in really tiny, even though I'd scaled it to the UE4 mannequin in my Maya scene. It ended up being because I'd set my units to feet while I was modeling. Setting it back to centimeters and then reimporting solved it.