Sunday, June 13, 2021

3D Art III: Portfolio One Week Four

 Finishing Game Res/Textures

I struggled a lot with trying to get this all retopologized, and relied on zRemesher for a few of the objects in the model. I was aiming for around 150,000, but my current polycount is 186,562.



















First Bake:







(This doesn't really show off the model, but I thought this backlighting looked cool)




I ran into some issues with how I stacked the UVs of the corpses, so I had to re-adjust them so that corpses in similar poses would share UVs.








Textures and real-time render. I'm not super happy with it at the moment, but I'd like to continue working on this on the side, and eventually posing him.








Friday, June 11, 2021

VR: Summer Sprint Two

 Individual Contributions II

This sprint, my goal was to get the game-res versions of the wristwatch and briefcase. I accomplished that, but one thing I still need to do is get the wristwatch adjusted to wrap around the player's wrist and then paint skin weights.

I also made two different versions of the briefcase for baking, since the closed version was going to create some issues with AO maps. I've also got first bakes of the wristwatch.


















Sunday, June 6, 2021

3D Art II: Portfolio One Week Three

 Retopology/UVs

I'm behind again, but here's a test bake of what I have retopologized, although a lot of it I'm going to have to rework.





Tuesday, June 1, 2021

3D Art III: Portfolio One Week Two

 High-Poly Sculpting

Progress on my high-poly sculpting for the hell executioner. I'm actually behind, since I wanted to be doing retopology for this week, but there are a couple elements that I still need to sculpt. The cages have some spikes and chains that I need to add, and some of the corpses have intestines and stuff that are hanging from them that haven't been sculpted. Some of the bodies also have hair, and I'm not sure if I should just sculpt some hair or use hair cards.







My mesh for a tri-part IMM brush that I made for the ropes for the nooses:



Friday, May 28, 2021

Immersive Experience: Summer Sprint One

 Individual Contributions I

Here is a link to our team's semester schedule: Summer Schedule

The assets that I'll be getting done over this semester are:

Sprint One

Player Hand:

The hand was taken from scan data, adjusted to fit the mannequin hand, and skinned. After seeing it in the scene and being used by the player, I'm going to up the resolution when I re-skin it to include the wristwatch.


















Wristwatch:

In the process of high-poly. I aim to have it skinned to the player's hand by the end of Sprint Two. It's based on the Casio DW-240, which came out in the mid-80s, to fit the movie setting better.


















Money Case and Money:

Currently has a simple rig and proxy. I've fallen behind on this asset, but should be able to catch up over the weekend.
















Briefcase update: better-defined box model of briefcase now made.

















Sprint Two

For Sprint Two, I'm continuing with the moneycase and wristwatch, making them game-res and laying out their UVs. I'm also making the hand higher-res and reskinning it to include the watch.




Sprint Three

Anton/MetaHuman:

I went through the MetaHumans on Quixel and found one that I think could look like Javier Bardem in the dark. If I have time, I'd like to change his hair since it's kind of a signature look, but we'll have to see how easy it is to import custom hair cards. I'd also like to find some different clothes for him.



















Sprint Four

Ceiling Fan and Window:

The environment assets I'm responsible for. The window pane has the panning textures for the rain, and the ceiling fan has a simple rotation BP.
































Sprint Five

Pillow:

This asset is mostly finished, it just needs to be reskinned to the current pillow rig.




Alarm Clock:

More or less 'done' with stand-in textures and a functioning BP, but it's not optimized or detailed. I plan to touch it up during Sprint Five.









Sprint Six

Time left over to make any final adjustments or edits to my assets.

Sunday, May 23, 2021

3D Art III: Portfolio One Week One, Part II

 References and Proxy

The biggest thing I've been looking at has been anatomy. Nick showed me Anatomy 360, which is a source of 3d scans of people for reference. I also got a few references for a few of the other elements of the concept.

Schedule:

Week One, due 5/24 - all elements minus corpses proxied, have "default' humans sculpted, with retopology and UVs

Week Two, due 5/30 - high-poly of all elements

Week Three, due 6/6 - retopology and UVs of all elements

Week Four, due 6/13 - texturing and look dev in UE4


I built on my previous progress and added proxies for the gallows on his back. I also revisited the executioner's upper body to try to fix a few things.



For the humans, I wanted to try to plan ahead to minimize the number of times I had to retopologize and UV the bodies, since if I'm sticking really strictly to the concept, there are about 19-20 bodies. To hopefully speed up the process once I get to the game res stage, I made a male and female model, retopologized and UV mapped those two models, brought them back into Zbrush, and projected the sculpt onto the UVd model. This way I can iterate on the models and pose individual models while having a game res version at the same time. The female model is 4.8k tris, and the male is 5k tris.





Monday, May 17, 2021

3D Art III: Portfolio One Week One

 Portfolio One Proposal

1. Hell Executioner



This is a project that I have partly done. I have the body mostly sculpted along with the armor and scythe, but would still like to refine it. I also have the entire gallows to do along with all the bodies, so I'm not sure how realistic it would be to get all of it done and textured within four weeks, but I'm willing to try!

My current progress:



2. Krulkus

This I think is a much simpler creature to potentially do. It would also be an opportunity to show more stylized work on my portfolio.

3. Astronomer



Another more stylized work, I think this would also be an opportunity to try to do more stylized work. I think it would also push me to focus on texturing, which is something I tend to rush through.