Monday, May 30, 2022

3D Art Summer Project 1 - Week 2

This project is going fairly well; I'm nearly done with the game-res so I'm a bit ahead of schedule [even though I'm not super happy with the sculpt and my feeble skill in ZBrush when it comes to hard-surface modeling and keeping clean lines and edges.]  I added a lot of details to the model, including proper headlights, the gas cap, rims/wheel detail, door handles, and better shape on the back of the car.  I'm planning to add most of the smaller details with the texturing in Substance Painter starting next week.

Week 1 - proxy model complete

Week 2 - high-res complete

Week 3 - game-res complete, UVs, first bake

Week 4 - texturing and final display




Wednesday, May 25, 2022

Common Art - Summer Sprint 1 Delivery

This sprint, Cameron and I have been working on creating two (and eventually more) seamless materials in Substance Designer with the intent of using alphas exported from Substance Painter for edge wear, and blending the two materials in Unreal Engine.  This will help unify the materials and make the texturing process a bit quicker.

This was my first time working in Substance Designer, so it was a bit of a learning curve, but I created a basic damaged metal material and exported that.  Next, I took one of the meshes from our project into Substance Painter after checking that the UVs were okay, and made a basic black and white material we will use as an alpha that basically just highlights the edges with a curvature generator.  Cameron plugged this alpha into the blended material he created with his smooth metal and my rough metal in UE, and we went back and forth a few times with different settings for the alpha in Substance Painter to see what will work the best.  I still need to update the damaged metal material to make it more dramatic based on the results we saw, but the process is well on its way.


Here's the first pass of this material blend on an item in-engine.


You can see the black and white alpha I made here in the 'edge texture' parameter within the material Cameron created.  The white parts display the damaged metal, and black represents smooth metal.

Thursday, May 19, 2022

3D Art Summer Project 1 - Week 1

For the first project this semester, I will be tackling a supercharged 2009 Dodge Challenger!  I found my references and created a basic proxy after setting up orthographic views of both the car and blower in Maya this week, and will move on to the sculpt and perhaps additional details next week.

Week 1 - proxy model complete

Week 2 - high-res complete

Week 3 - game-res complete, UVs, first bake

Week 4 - texturing and final display





References: [top 2 rows are the exact car, lower rows are for additional reference of 2009 Challengers]


Link to website with the images of the specific car: https://bangshift.com/general-news/car-features/mopar-car-features/money-no-object-this-2009-dodge-challenger-srt-8-has-us-drooling-572ci-hemi-goodness/

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...