Thursday, March 4, 2021
Saturday, February 27, 2021
3D Art II: Module Two Week Seven
Texturing and Final Display of Work
I finished my game-res meshes and UVs and got it into Substance. My polycount was 7,934 tris. I ended up with a decent bake aside from a spot by the trigger. I also got my ID map to finally work, and I used it to isolate the text.
IRay Renders:
Wednesday, February 24, 2021
Personal Project: Part I
Concept Art: Devourer of Ghosts
For my personal project, I wanted to model an illustration by Tooth Wu, called Devourer of Ghosts.
Nick recommended getting everything proxy modeled and matching the pose in the image right away, rather than modeling it in a t-pose and then manipulating it from there.
Once I'm selling the shape, movement, and flow of the image's pose, I'll start refining the creature elements on his right arm since creature art can be more forgiving in terms of what looks right or accurate.
After I've done that, I can move onto the more challenging elements like the human anatomy and hard surface shapes on the model.
Monday, February 22, 2021
3D Art II: Module Two Week Six
Game Resolution, UVs, and First Bake
I finished a few more sculpting things before I started with the decimation and everything.
Tuesday, February 16, 2021
The Art of Robo Recall
Monday, February 15, 2021
Monday, February 8, 2021
3D Art II: Module Two Week Four
Proxy Mesh and High Resolution Meshing, Part I
I went with the standard nerf gun to follow along more closely.
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.
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.





















