Monday, November 29, 2021
3D Art Week 14 - Mountains and Skydome
Sunday, November 21, 2021
3D Art Week 13 - Pillar Sculpting Part 2
This week, I started the sculpting process from the beginning and re-did the textures for my column. Based on the feedback from last week, I decided it would have been more work to try and continue working from the previous sculpt, especially with all the edge wear I had put on the model. Turns out making a stylized/simpler sculpt is actually harder than putting a lot of details onto it to create a more realistic look! I also worked more on the ground texture painting, foliage placement, and started proxies for the mountains in the distance.
-more cracks toward the top like the one at the front bottom
-more intense chips
-less noise on the pipes, flatter look
-make foliage more unevenly spread (less uniform)
-pull down overall lighting to focus more on manmade bulbs
Thursday, November 18, 2021
Common Art Week 13 - White Boxing Complete
This week, my team worked on finishing up proxies and creating more concept art. I made proxy models for the Mad Hatter, Dormouse, Cheshire Cat, and Singing Flowers, as well as ten basic food proxies and some other set-dressing items. Some of the character concept art is not complete yet, so the character proxies may still be updated. After placing them all in our game scene, I made some simple materials for everything. I also edited the looping background music for the level (we might be replacing it with custom music I record later on). Despite two of our four members being sick this week, we still accomplished everything we set out to do, which I'm very happy about!
Monday, November 15, 2021
3D Art Week 12 - Pillar Sculpting Part 1
This is the first time I'm genuinely happy with how my VR environment is looking! I finished the high-res sculpt of the pillar in ZBrush, then baked the maps on the low-res version (with UVs I made in Maya) in Substance Painter. I put some preliminary textures on the model just so it can be displayed in Unreal Engine, but I might still work on them next week. There were some issues with how the textures were showing up in Unreal Engine, but I figured out how to fix them with some manual tweaks to the metallic channel and sphere reflection capture. I also remade all the foliage and populated the environment a lot better than before, and even got the wind to work so it feels really nice to just look at all the flowers waving in the wind.
Thursday, November 11, 2021
Common Art Week 12 - Custom Art Style Guide and Proxy Development
Our team finally met with Chris this week, so we were able to really flesh out our concepts, characters, and proposed mechanics. As usual, we also had a team meeting to talk about the week's goals and divide up work. I made a Jira project so that we can start organizing our tasks in the future (and getting used to Jira before Capstone). The main thing I did this week was proxy modeling most of the items in our Mad Tea Party scene. I also put a lot of work into the presentation this week to further unify the look and feel, and with everyone's help we are starting to add custom art to help in that regard. I'm including the slides here that I was solely responsible for, but I wrote the text for many other slides, including all the character slides.
Monday, November 8, 2021
3D Art Week 11 - Vegetation
-fix nav mesh
-check player height-check
-update ground texture so it matches Orb's style better
-increase groundplane texture resolution
-work on setdressing with help of foliage brush
Thursday, November 4, 2021
Common Art Week 11 - Art Style Discovery
This week, the team focused on finding images that represent the look and feel we want for our VR game (working title, Mad Tea Party). We used Photoshop filters and effects to try and unify the presentation, as well as researching different fonts and creating a custom slide background for the presentation. This week, finding the images for the slides was more collaborative, but we were each responsible for the final pass of the same slides as last time.
I organized and led the meeting, and mostly worked on character design ideas this round, adding a few images to Mood and Inspiration as well. I think the biggest challenge was trying to make the images look unified but not too similar in color or monochrome.
Character concepts: characters resembling roles, unsettling eyes
Alice (the player): seems innocent but can be unpredictable
Hatter: very patchwork appearance with clothes and skin, heterochromia
March Hare: scruffy fur and cybernetic eyes, shifty
Dormouse: dangerous aura and empty eyes (missing an eye)
Cheshire: taxidermy-like appearance, mouth can open very wide, blacklight glow
Flowers: disturbing shapes and human faces wreathed in petals
Monday, November 1, 2021
3D Art Week 10 - Ground/Modular Rock Set
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...
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This week, my team worked on finishing up proxies and creating more concept art. I made proxy models for the Mad Hatter, Dormouse, Cheshire...
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The third round of RPP was supposed to be an educational game, so I helped create Tree of Life along with Henry Bell, Jessica Caplova, Conne...
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This week, I updated the models for the floor, the wall with the grates in it, the destructible blocks the player will shoot, and the water ...