Friday, February 5, 2021

VR Immersive Experience: Sprint Two

 Team Three: Individual Contributions I



For this sprint, I wrote up the second version of our asset list, including whether or not that prop will need to be rigged or animated. I compiled the reference images that Eric had gathered and added any we were missing.

The complete list, I uploaded to Perforce.

I also made a ceiling fan proxy based on a diagram that included dimensions. I modeled the base and the blades separate so that when I brought it into Unreal, I could make a simple blueprint to make the blades rotate.





Finally, I added a cubemap to our scene's skylight, and gave the window panes a transparent, reflective material, to try to add at least something to the outdoor element for now. I'll keep looking into options we have on what we can get the outside to look like without modeling tons of extra things.

Monday, February 1, 2021

3D Art II: Module One Week Three

 Final Textures, Materials, and Render

I had to re-bake my maps from last week to deal with the splintering around the round edges. I also exported my decimated meshes as an .fbx instead of an .obj, since .fbx includes smoothing information. Then I textured the knife, going for a weathered knife.

Then I set up my material in Unreal and took some screenshots.




Monday, January 25, 2021

3D Art II: Module One Week Two

 Game Res UVs and First Bake

I first wanted to try to fix some of the issues with my blade, including the creases and the silhouette. My first blade was kind of lumpy.













I also tried to fix the handle thickness and some of its lumpier edges, and also added the little notch to the ring on the back.




















The I did my game res mesh and UVs. I'll need to redo these, since my first bake turned out pretty rough.









There was all this splintering around all the rounded shapes on the mesh where the booleans were. I might try adding more resolution and re-baking.





Monday, January 18, 2021

3D Art II: Module One Week One

Knife Proxy Mesh and High Resolution Sculpting

I set up my proxy meshes and Maya, plus most of my boolean meshes.



Once I got them into ZBrush, I started seeing a few issues in the areas where I creased. Like the juncture at the front of the blade where the two edges on its surface meet. That ended up getting kind of flattened after I creased and subdivided in Zbrush, and I tried to recreate it with the hPolish brush.


















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

Top Ten Artists Updated

Art Station Collection

1. Taissia Abdoullina


2. Alex Konstad


3. Kevin Demuynck


4. Kevin Macio


5. Natalia Gutierrez


6. Michael Butcher


7. Damien Guimoneau


8. Ben Erdt


9. Dmitry Barbashin


10. Uros Sljivic


In-Class Exercise

 Alphas