Thursday, August 4, 2022

3D Art Summer Project 3 - Week 3.5

We only had a few days since the last turn-in to perfect this project, but I've definitely made some changes.  I wasn't happy with how the window glass looked, so I created a new material and decided to blockmesh a basic subway platform outside.  I also found and modified a particle system for dust, worked a bit more on post-processing and atmosphere, and added more dirt decals.

Week 1: modular kit blocked out, setup and first lighting pass in UE, plan trim sheets

Week 2: finish modeling/game-res, first pass of materials, 2nd lighting pass, finalize layout

Week 3: finalize materials, first surfacing/decals pass, 3rd lighting pass


Week 3.5: finish surfacing/decals, final lighting pass, fix any remaining issues



Monday, August 1, 2022

3D Art Summer Project 3 - Week 3

I am on track with this project, but the materials still need some tuning and extra detail for sure.  This week, I started from scratch with lighting and post-processing to have something built from the ground up, made some new materials, updated UVs on several models, designed 8 custom overhead advertisements and 7 fliers/paper scraps, figured out how to set up decals in UE and made a custom decal.  Many of the designs around the train incorporate pieces of art or concepts created by peers or references to media I enjoy, and I had a lot of fun making these.  I also definitely had fun with decals, and will be adding more to really give this subway personality.

Week 1: modular kit blocked out, setup and first lighting pass in UE, plan trim sheets

Week 2: finish modeling/game-res, first pass of materials, 2nd lighting pass, finalize layout


Week 3: finalize materials, first surfacing/decals pass, 3rd lighting pass

Week 4: finish surfacing/decals, final lighting pass, fix any remaining issues




Common Art - Final Summer Sprint Delivery

It's here at long last - the finished Metroid VR experience!  For the last sprint, I fixed the texture seam on the arm cannon, tweaked the metallic value of it after checking how it looked in the headset, and created a secondary UV set so that Ismael could set up a glow material to make the end of the gun more emissive.  For that, I laid out the UVs so the arm cannon was basically cut and flattened in the same order as the physical object, right to left.  I also made sure the textures on the player's other hand were connected properly, and then modeled and textured a new item - a spike that comes out of the EMMI's face plates if it kills the player.

https://youtube.com/shorts/8I4ZllhjZ8E link to final VR test - checking out the player's hand and arm cannon in the headset

Monday, July 25, 2022

3D Art Summer Project 3 - Week 2

This project is definitely interesting - the workflow and steps have been very different, and will continue to diverge from stuff I'd usually do on a project next week.  Since last week, I've made (small) adjustments to the lighting, updated every model and added a couple more, did a first pass of UVs for everything, and made textures for the floor, chairs, a basic metal material, and basic wall material.  I also reimported all the models and made sure everything was in the right place and properly aligned.  The trim sheets are still in the conceptual phase and not implemented yet, but I have plans for those and also the adverts and other fun stuff to spice up the car next week.

Week 1: modular kit blocked out, setup and first lighting pass in UE, plan trim sheets

Week 2: finish modeling/game-res, first pass of materials, 2nd lighting pass, finalize layout

Week 3: finalize materials, first surfacing/decals pass, 3rd lighting pass

Week 4: finish surfacing/decals, final lighting pass, fix any remaining issues



Wednesday, July 20, 2022

Common Art - Summer Sprint 5 Delivery

This was the last 'full' sprint for the Metroid VR experience.  I finalized the model for the player's regular hand and textured both that and the arm cannon.  I made sure to look at them in VR and make some adjustments based on the lighting in the project and how they appear currently.  They aren't hooked up to the player's hand controllers yet.  Any remaining work I do on this project will likely be minor tweaks to these models and textures based on feedback and further testing from the team.



Sunday, July 17, 2022

3D Art Summer Project 3 - Week 1

I decided to do something completely different for this last project.  Up until now, I've made props or single objects like vehicles, and one environment [that still had a 'hero object'].  Now, I will be creating an environment made of modular pieces, with a focus on working in-engine and using textures and materials efficiently.  I plan to use decals, floaters, and trim sheets.  I will be using the popular Unreal project subway as my main reference, but will change up the lighting and texturing a bit to make it my own.  I would also like to make a post-apocalyptic version of this in the future, but probably won't get to it with the current scope of this project.

I currently have 21 modular pieces, and may have to add 1 or 2 more, as well as some small props for setdressing.  This is the first time I've moved straight into UE with a blockout, and it took me a while to set up the whole layout and figure out how to line all the pieces up.  Luckily, I do have a great reference from the original subway project.

Week 1: modular kit blocked out, setup and first lighting pass in UE, plan trim sheets

Week 2: finish modeling/game-res, first pass of materials, 2nd lighting pass, finalize layout

Week 3: finalize materials, first surfacing/decals pass, 3rd lighting pass

Week 4: finish surfacing/decals, final lighting pass, fix any remaining issues




Main reference: https://www.artstation.com/artwork/X02eY

3D Art Summer Project 3 - Week 3.5

We only had a few days since the last turn-in to perfect this project, but I've definitely made some changes.  I wasn't happy with h...