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
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.
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
This week, I was very busy with Capstone (again/still). I am nearly done with the high-res for this boombox and am working on the game-res largely in parallel with this process. I also spent a fair amount of time looking at references and researching various parts so I can properly recreate the images. The model is looking pretty good, so I'm okay with taking it slower, but I will have to work extra hard next week to catch up to my schedule and make sure I have enough time to texture it properly.
Week 3: Texturing and lighting 1st pass
Week 4: Final texturing and display
New week, new 3D project - a retro boombox. This week, I found references, created the proxy model, and started on the high-res model. I am using this project to research producing realistic textures [with an emphasis on metal and manmade materials] and develop a full texturing workflow. Here's my plan for this project:
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
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.
I finally finished working on this research-type project! I'm very happy with the final result I got in Marmoset, especially the metal hilt (will still experiment with the model in Unreal Engine though.) I used a mix of hand-painted lines and rendering outlines to achieve this look.
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...