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

Monday, July 11, 2022

3D Art Summer Project 2 - Week 4

It's finally here: the final, textured boombox model!  I can't promise I won't edit a few things before putting it on my portfolio, but I really like how this turned out [even if I spent way too much time hand-drawing details on the radio and other parts].  I spent several days trying to get the bake to look okay, and with help from my peers I fixed it up to an acceptable level and learned a lot in the process of what to do next time to hopefully avoid similar problems.

Week 1: Proxy complete, high-res halfway complete

Week 2: Finalize high-res, complete game-res and UVs

Week 3: Texturing and lighting 1st pass

Week 4: Final texturing and display



Wednesday, July 6, 2022

Common Art - Summer Sprint 4 Delivery

This sprint, I was working on a final pass of Samus/the player's arm cannon.  Up until now, we had used the proxy model in the game, which was lacking a lot of medium and small-level details and even some larger shapes.  Since this project is for VR, I tried to optimize the poly count, even though this is a pretty round item.  I spent a fair amount of time researching to find images of all angles of this cannon and how it functions in-game.  I completed the high-res, game-res, UVs, and bake since the last update.  The current texture you see is not final, and I will be working on that next sprint, as well as a final texture for the player's other hand.




Monday, July 4, 2022

3D Art Summer Project 2 - Week 3

Since I was behind last week, I still haven't caught up all the way.  However, I did finish the high-res model, make the game-res and UVs, and do a first bake.  I have some pretty serious baking issues (fixed minor ones, but still have work to do with that), and did some re-topology on part of the game-res as well for that reason.

Week 1: Proxy complete, high-res halfway complete

Week 2: Finalize high-res, complete game-res and UVs

Week 3: Texturing and lighting 1st pass


Week 4: Final texturing and display




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...