Final shot of tree
Week 3 part 1- Almost there
Just need some touch ups for the scene to make it pop. This includes looking back at foliage and re-checking position.
Week 2: High res, UV, retopology
This week I focused on the pieces that are not going to be planes/foliage. The lantern, the tree, the rocks- all of those require UVs and high poly details.
Week 1: Proxy
Week 1 of new project:
|
Schedule |
|
|
Week 1 |
Proxy |
|
Week 2 |
High Poly/Foliage |
|
Week 3 |
Retopo/UV/bake |
|
Week 4 |
Texture (non
foliage) |
Train week 4- texture work
I wish we had two weeks for baking and texturing because man it is a pain in the neck. Especially with all the pieces I had.
Oh, also, I added the damn train tracks.
UV and High Res
3D art week 2- Train Final low poly
I was hoping to push the train into z-Brus this week, but I was so focused on getting the blockout to a good low poly state so I decided to put all of my energy on that instead.
The schedule has changed in lieu of this, though!
Train week 1- proxy
Final turn in
First pass textures
First pass textures in Unreal:
Parts:
UV, layout, repeatable tile method
Also known as: The boring week. Nothing much seemed to change besides the fact that I got rid of bleeding/seams that were in my setup, and all of the smaller assets are uv'ed and ready to be textured. I wish I had more time for proper repeatable texture layout, because that method is not fun at all to work with.
UV's:
Week 1- Proxy stage, unreal Set Dressing
Getting all the pieces together, blocking things out per reference.
References, schedule, Project Planning
Schedule
Week 1 (5/15- 5/22)
References and whitebox (5/15-5/17)
Proxy models scaled and in engine (5/18-5/22)
Week 2 (5/22-5/29)
UV layout/set up repeatable texture method (5/22-5/25)
Push smaller assets through pipeline/ determine which
materials are needed for modular pieces/update assets in engine (5/25- 5/30)
Week 3 (5/29 – 6/5)
Big material week. Modular/repeatable materials
Week 4 (6/5 – 6-12)
Foliage/smaller materials (6/5-6/8)
Rendering/fixing/lighting/UE4 (6/8-6/13)
House Project Final turn in
Here it is! The project house. I did a lot of touch up with textures and ambient occlusion in order to show off the shapes the way I want.
Week 3- UVS, basic texture, and getting things in engine
I have made a mistake in my schedule- I forgot to account for UVS. So, I definitely had my work cut out for me. I feel like I got in a pretty good spot and will be able to have it ready to go for Thursday.
Week 2: High Poly
The high poly consisted of a lot of juggling pieces and parts and sending them to Z-Brush and back to Maya. It's finally time to start UV'ing (ugh) so that I could start texturing this thing ASAP.
Week 1: due 4/10 – Shape proxy/ready for high poly
Week 2: due 4/17 – high poly
Week 3: due 4/24 – bake and texture
Reference for reminder:
Week 1: Final Project
Week 1 of my final project had me blocking out my house that I had chosen from my reference image. It is tough figuring out how to translate 2D to 3D- especially since the 2D art isn't exact with what it considers square and symmetrical.















































