Showing posts with label cannon. Show all posts
Showing posts with label cannon. Show all posts

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.

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



I ended up redoing my game-res mesh and textures; one of my problems was my poly-count was too high, because I had kept things like holding edges, which are just used for the proxy rather than the game-resolution mesh. I also adjusted my wheels, which had some pretty bad faceting in my first bake.
















The fishnet was added during class, and I wanted to try and do it with an opacity alpha rather than extracting the geometry. I didn't include it in the final Unreal renders because there was still some pretty bad faceting, since there was no sculpting information on it.











Turntable

Monday, November 16, 2020

3D Art: Module Three Week Twelve

 Creating Game Resolution Meshes in Maya and Materials and Textures in Substance Painter























Monday, November 9, 2020

3D Art: Module Three Week Eleven

 Creating High-Resolution Geometry in ZBrush

This week we needed to start sculpting our cannon in Zbrush. I used some of the techniques showed in Nick's videos and used an alpha to make the laurel around the skull on the side of the cannon's base. The rope is an insertMesh brush.


For my presentation, the two things I needed to work on were having multiple angles of my model and having a template to include my name with the image.






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.