Wednesday, June 8, 2022

Common Art - Summer Sprint 2 Delivery

Last sprint, we experimented with the new workflow to create homogenous textures for metal objects and environment pieces in our Metroid VR experience.  This sprint, we added some features to the master material [namely a slot for an ID map with 3 colors that we are using to create metal color variations on larger pieces] and actually used the full workflow to start retexturing assets.  I did this for the thermal wall, water pipe variations, thermal pipe variations, power cable, and ammo cable.  For the thermal wall, I also made some revisions to the UVs and model since there were a few display issues with the old version.  




Monday, June 6, 2022

3D Art Summer Project 1 - Week 3

Definitely behind schedule now because of the Capstone update today, and also since I scrapped and completely re-did the 'high-res' mesh from last time, using a different method and techniques (recommended by my professor) that works a lot better for this project and also stays within my comfort zone a lot more.  I still have the game-res from last week almost complete, so I'm not so far off that I won't be able to finish in time.

Week 1 - proxy model complete

Week 2 - high-res complete

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

Week 4 - texturing and final display

edit: worked on the high-res more and updated the images here





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/

Thursday, April 28, 2022

Final Katana Project

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.



Final Creature Project

I wanted to make a post with the latest images of the Creature I showed at Industry Review!  Still may revisit him but I'm very happy with how he currently looks.



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...