Showing posts with label Common. Show all posts
Showing posts with label Common. Show all posts

Common art post 4

 It is time. UV udims, piecing final castle together, and up-resed all my pieces in Z-Brush. 






Common art post 3

 His pieces are Uv'ed, and the second pass of the castle is here! Just have to work out a few more kinks and then he should be good to be put together for real. It's almost time to move to the high poly. 





Common Art Sprint 1:proxy

 Mostly because my idiotic self forgot to submit a personal update, these sprints are switched in upload time. To reiterate: here's what sprint 1: proxy and research stage looked like for me. 






Common art sprint 2: Pieces!!!

 Here are the pieces I worked on for the second sprint!! The models are pretty much good to go, they will have to be fitted in with the body that Alexis is making, then UV'ed and pushed through the pipeline. 







Lighting Workshop - Final week

 I decided to do color for the three suggested methods. This scene is a warm lighted scene with reds, oranges, and a tad bit of red-purple. 





Lighting workshop 3

 Using my creature concept, I broke down the specular, metallic, and roughness of its texture along with its base color and normal maps. I played with it's color and the amount of gloss and roughness it has until I was happy with my result. 






Lighting Workshop Part 2- Unreal

Lighting done through Unreal Engine using a cow as the main subject with an HDRI render and directional light. 


 



Lighting Workshop - week 1

 A novice lighter here learning lighting composition and basic three point lighting set up. The RGB values separate my main light (red) rim light (blue) and green light (bounce). 






Final Project

 I put the images of the hero prop used for the final project PowerPoint here. 

















Spiderpig Texture Final

 This week I spent focused on making the Spider pig texture look better than it was before and making his web lines thicker so that they are visible in engine. I also added bump texture for his suit and creating a gradient of color to make certain parts of his suit brighter than others. 








Spider Pig/ Peter porker- Final pass model and first pass textures

 I changed up some things for the final pass model to make the animator's life easier and also to get his nose wiggling. I also did a rough pass of Peter Porker's texture and implemented some assets into engine. 










VR Project week 3

 The critique for the hand texture was taken into account for this week's texturing. I messed with the bump maps and scaled up the roughness. I made the metal part of his hand more metal- only to realize that metal does not translate well in the VR sense, so it is rather a habit of figuring out how much metal is too metal when translated over to engine. 

I also did a couple of assets to made a bedroom for spiderman. These props consisted of a desk, a lamp, a bed, and a shelf. They were then handed over to Kyle for texturing. 










VR project week 2

 We thankfully did not have any qualms with size this week. I focused more on doing the textures for the hands as well as thinking about what I want for the environment in which Spiderman would interact with.

The pro0cess was much simpler than it was for the previous week. I am learning a lot about workflow and establishing my project in perforce as well. 




Video provided by our Tech Artist, Amritha:






 

VR project- week 1

 Hands are a tough process alone, but using them with VR is even tougher. I made a proxy of a hand for the Spiderman VR experience. Establishing scale was the toughest hurdle our team faced. The scale of the hand was off compared to the mannequin- which meant we had to reestablish scale. 

But the hands are now in and our process established! 





Composition

 I went with the circular composition for this project. I really do like photos of mountain ranges and the artist Eyvind Earle had some good references. 










Contrast and Value

 Our mission for this week was to take a provided reference image and break down it's components in grayscale nondestructively. Once that was done, We were required to add some sort of light/shadow to make the project pop. 


Flat base color: 
Layers: 


Reference: