Showing posts with label crate. Show all posts
Showing posts with label crate. Show all posts

Friday, October 9, 2020

3D Art: Module Two Week Seven

 Game Asset Creation 101: Part Three

I ended up redoing my sculpt of my crate this week, since the last one was pretty flat and the line thickness wasn't varied. I used the Orb brush pack which really helped with trying out some stylization.





I consolidated my meshes a little bit, but I still ended up having three texture sets: one for the top and front planks along with the splintered wood on the ground, one for the back and bottom planks, and one for the chains.


This workflow for baking maps is a lot easier than the one I had learned for sculpting. I used to sculpt in Zbrush, bring the decimated mesh into Maya, retopologize with the Quad Draw tool, then bring the low-res mesh back into Zbrush and project the high-res information onto it, subdivision by subdivision. Letting Substance Painter handle it cuts out the whole projection step, which was pretty tedious.

Then we needed to get everything rendering in UE4, and make a sequence showing our work.



Monday, October 5, 2020

3D Art: Module Two Week Six

 Game Asset Creation 101: Part Two

This week, we needed to sculpt on a dynamesh'd version of our crate. For me, dynameshing kept collapsing a lot of the holes and splits I had put in the planks, so I ended up using zremesher instead. 

We also needed to decimate the sculpt in Zbrush, and give it clean topology.


Finally, we imported everything into Substance Painter. I had to use a few shaders because my UVs overlapped.



Tuesday, September 29, 2020

3D Art: Module Two Week Five






Game Asset Creation 101: Part One

This week, we created a proxy model of our crate and imported it into Unreal Engine 4.

My crate was based on these designs by Michael Guimont. I thought the crate with air holes could have a narrative element, like something had broken out of its container.


I scaled my crate to be pretty big. Then brought it into UE4, and then modeled my proxy model off of that.


I made sure I didn't have any ngons and did my UV layouts. For the modeling side of it I think I did too much for this stage, but I sort of got carried away with trying out boolean stuff, since I've never really used them before.