Showing posts with label 3D art. Show all posts
Showing posts with label 3D art. Show all posts

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: 




Reference: 


Foliage:


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

I didn't get everything I wanted accomplished this week so I am a tad behind. UV's are the worst. 






Schedule: 


Schedule: 

week 1- Proxy 
week 2- Finer Details,  hierarchy cleanup 
week 3- UV, High Res, 
week 4- UV and high res cleanup, Bake, Texture 


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! 




Main Reference for reminder: 




Schedule: 

week 1- Proxy 
week 2- Finer Details,  hierarchy cleanup 
week 3- UV, High Res, Bake, 
week 4- Texture 


Train week 1- proxy

 








Schedule: 

week 1- Proxy 
week 2- Finer Details, High Res
week 3- UV, Bake, hierarchy cleanup 
week 4- Texture 




Final turn in

This is my final turn in for the first project. I learned a lot this week, and I feel as if I have a lot more to go. It was my first time using environmental techniques such as vertex painting, heightmaps, etc. It is also a testament to my strength with having to do lighting. 




Pieces: 

Foliage: 


Material Work (I figured out lerping!!): 











 


First pass textures

 First pass textures in Unreal:


Parts: 







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)

Reference: 








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. 


Got rid of seams:


UV's:



Fist pass repeatable texture layout:







Week 1- Proxy stage, unreal Set Dressing

 Getting all the pieces together, blocking things out per reference. 




Pieces:



References: 




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)






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. 







reference reminder:











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. 




Also, check out all these layers that are the bane of my existence: 



Schedule: 

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.