Sunday, July 25, 2021

Project 03 Week 02: Proxy End and Base Start

 

For this week I wanted to finish the proxy for the main robot and start / finish the base and fell a little behind on the base. Here is where I am at with the walker and plan on doing some high rez edits in maya and a bit of boolean work to get some more mechanical looks to the main metal skeleton. 


Original Concept: 



















Side 01
















Side 02














Front















Back 













Top















Top Angled

















Angle Wire















Bottom Wire

















Base Proxy Sculpt in Medium












Decimated export into Maya: 



Scale with Walker



Tuesday, July 20, 2021

Corpse Bride Sprint 05

 For this final sprint it was just mostly polish for me. I moved some pieces around in the main level bar scene so that it would be easier to grab things off of the bar as well as place new curtains in the door way with the proper textures on them that Yami made. I adjusted the lighting to brighten the overall scene and I drew some simple png variations of butterfly for Abi's vfx for Emily's exit of the main level. 


























Adjusted the position of the bar and its contents closer to Emily within the bounding box of our play area so that it was easier to grab the bottles and beer stein off of the top. 

















I also adjusted the solid blue butterfly for something that resembled the film better for Emilys final exit from the main scene. Abi has already adjusted the vfx to have both of the new pngs show up once you've successfully completed the key presses on the piano.






























Sunday, July 18, 2021

Project 3 Week 01: Schedule and Proxy Start

 For the final project for the summer I decided on a concept art by Gareth Davies of a robot walker. This project will definitely require more proxying and thought because there is only one one view and the concept has some conflicting structures. I plan on completing the robot in maya and the base that the robot will sit on will be  simple desert scene proxied in oculus Medium and finished up in zbrush. 


Here is the original concept:






















I did a very simple sketch for what I would do for the top / front views but I want to take this week to flesh out in more detail what all of the center torso is made up of as well as the two guns that protrude from the front of the walker look like. 





















I collected a few references for how mechanical parts fit together and how I could incorporate them into this concept:











My schedule will require more time for the proxying process so I am taking two weeks for proxy / layout and game res, one for high res edits and then the final week for texturing and presentation. 


Here is my progress so far: 

















































Sunday, July 11, 2021

Tranquilizer Gun Week 04

 For this week I finalized textures and set up the lighting in UE4. Here is where the project stands: 

I had some issues with the lighting being built but here are my final textures in UE4 with an asset pack particle for the rings and a simple moving material for the nebula effect I made: 







Original Reference:





Substance final texture: 












Different lighting in UE4




















Updated Textures in Substance Painter: 




















Friday, July 9, 2021

Corpse Bride Sprint: 04

 This sprint I finished the sculpt and texture of the wood trim sheet. As well as applying the texture to the loft, walls, and staircase. I finished up the antique wine signs and I also created a quick material for the walls using a seamless texture and some noise to add a bit of grunge / mold to the walls around the bar. For the last sprint I will be iterating on the lighting in the main bar level.



    Zbrush decimated trim sheet: 




























    Trim sheet texture in Substance painter: 
















    Loft above the piano, staircase and walls, with laid out uvs on the trim sheet: 

























    Simple wall material with free seamless texture. I add a color node as well as a noise node to break up the seamless texture and give the walls a dirtier look to them and warm up the original color: 

























                Antique wine signs textured in photoshop: 




Monday, July 5, 2021

Tranquilizer Gun Week 03: High res bake and game res

 This week I completed the high res for the gun as well as the game res and uv's. I baked everything in Substance painter and put basic colors down just to see how it looked with the first bake. This last week I plan on finishing up the textures and the niagra particle effect for the interior of the orb at the back end of the gun.















































































































Project 03: Week 04 Final Presentation