Showing posts with label capstone props. Show all posts
Showing posts with label capstone props. Show all posts

Sunday, July 11, 2021

3D Art III: Portfolio Two Week Four

 Textures and Final Display

I wanted to try to use the trim sheet I had started in the diorama so that I wouldn't have the same repeatable texture over the walls and floors. I initially had it really clean-looking but the prop was rusty and it didn't really fit. I added rust to the trim sheet but I think it made it more recognizable as a tiling pattern.

























I also got the prop and tileable texture done. I had to rush which sucks and I think it shows. I ended up applying a toon shader through post-processing since I like how it looks and I think it's kind of a cheat to make things look more unified.

For the tileable texture, I know last time the issue was that the pattern was really recognizable. I ended up making a much more simple texture this time around.








Tuesday, July 6, 2021

3D Art III: Portfolio Two Week Three

 Game-Res/UVs

So after critique last week, I got excited about this idea I had to make a fully-fledge environment, and wanted to dump a bunch of time into it to catch up this week.




But last Wednesday I had a few unexpected things come up that took up my time and had to back off the plan for the environment. I did already have some modular walkways and the beginnings of a trimsheet done though, so I can potentially continue at least with the trimsheet in the last week along with the tileable texture for the floor.





I also have first bakes done for the original prop.





I'm bummed that I won't really be able to get that entire environment done in one week, but I hope that what I have made I can integrate into a diorama somehow.

Sunday, June 27, 2021

3D Art: Portfolio Two Week Two

 High-Poly Sculpting


















I tried to beat up the two models a little more. I also worked on the tileable texture and getting it working in engine.



I ended up running into an issue where the texture was getting stretched depending on the surface of the plane it was being applied to. So basically the wall had to be a perfect square for the texture to make sense.



I looked into it and saw that I could use a World Aligned Texture node to project the tileable texture onto the surface of the object rather than using the object's UVs. 





I ended up getting a seam in the texture because my document got a little messed up when I sculpted off the edge of the polygroup and distorted the edge. I'll have to go back and fix it, and since I'm not 100% sure about this texture after seeing it tiled, I'll probably redo a lot.

Week Three:

- Retopology and first bakes for the two props

- Finalize tileable texture

Sunday, June 20, 2021

3D Art III: Portfolio Two Week One

 Redesigning Existing Meshes

I started out trying to just adjust the textures and see how that was looking. I made everything matte and removed any metalness and specularity, since I thought it took away from the stylized look. I also liked the toon shader effect and wanted to see about using that for my display of these.





But I think I still need to work on the textures, and to do that I think I need to add more sculpt information to the props. They've got mostly flat surfaces. I worked on the low-voltage station first, tweaking some of the parts and trying to make its silhouette more interesting.



I also recently had to re-texture the main character, so I'll probably try to use a similar approach to the props. For him, I used ambient occlusion in the diffuse layer, plus the curvature maps to add 'linework' basically to try to emphasize some of his sculpt information.