Wednesday, June 16, 2021

Project 2 Week 1

 For my second project, I wanted to pick an indoor space with some narrative to the scene. I selected 3 images and talked to Nick about each. 


After talking about the pros and cons of each project, we decided the C was the most feasible and has the most identifiable shapes and such. It also gives a cool opportunity to try "Pixar" lighting.



The concept was done by Anastasiia Kupetz (https://www.behance.net/anastasiiakupetz).

The assets I have for this project:


My schedule is as follows:

Week 1: (06/14 - 06/21) 

All assets in engine proxied, 1st pass of lighting and materials (simple)

Week 2: (06/22 - 06/28) 

High res completed, start retopo + UVs, continue to push lighting and materials

Week 3: (06/29 - 07/05) 

Bake textures, first pass of textures, materials pushed, dynamic effects added (any effects and swaying). 

Week 4: (07/05 - end) 

Final textures, feedback and adjustments.

Sunday, June 13, 2021

Project 1 Week 4




 For this final week, I finished getting textures on my assets and continued to push lighting. I also did some additional set dressing. I also mad a new skysphere and played around with values on that.

Admittedly, I ran out of time and would have love to continue to dump hours into this piece, bu overal I am pretty happy with my result! I may continue to make some changes as I add it to my portfolio.


two weird things i want to fix: the clouds vanish whenever I play or simulate the buoyancy, also once buoyancy was introduced the edge foam stopped appearing on the left half of the river...





Friday, June 11, 2021

Labyrinth Summer Sprint 2 Contribute

 This sprint I committed to completing the textures for the branches, tree materials, rocks, and also revisiting the grass asset within our project. Below is what I scheduled for this sprint.



I began by finishing the sculpts for the fallen tree and tree stumps. I then retopoed them, baked them and textured them with a smart material I created for the trees. The first images are the sculpts in Zbrush and the following images are the textured assets in UE4.








Then I tweaked all the materials together in our bog scene to see how everything was working together.


I used dithering to help the blend between the different element as well as between the trees and the ground. 
No Dithering

Dithering















I also finally got some textures on the stepping stones. I wanted to make them very specular so they appear "wet" after emerging from the water.




I also made materials for the rocks using the same smart material I did for the back wall.


I made some strides on the ground material. I still need to export the landscape and convert it to a static mesh, but that's for next sprint.

I also spent time making a new grass asset. I looked back at the film to see what their grass looked like and tried to create clumps that are similar.


I also fixed the movement with a vertex masks so that the bottoms of the grass would stay fixed with the ground.




























Sunday, June 6, 2021

Portfolio 1 Week 3

 This week I had a bit less time to work due to the later due date and being out sick for a day and a half, but I still feel confident that I can complete this project next week. I primarily worked pushing shapes, simple sculpts, and UVs so I can finish texturing. Since I did a lot of work on the front end for this project, I don't think my final display will take quite as long.


I spent a lot of time working on my River boat which is the sort of "hero" piece of this environment. 



Tuesday, June 1, 2021

Portfolio 1 Week 2

 This week I spent a lot of time refining assets and adding any additional missing pieces.

I up-resed any needed pieces and got them in engine and pushed lighting closer to my reference.


A major task I did was sculpting my roof tiles and texturing + baking them so that I could create my hi-res roof textures.




I also created a projection blend for my brick material to set up the "bases"
It projects based on world alignment which gives me a lot more control of the bases for my modular buildings.

There are 2 weeks left in this project, and I will spend them accordingly

Week 3 - Sculpts and get textures and materials set up for all assets + continue to push lighting

Week 4 - Additional lighting, set dressing, polish

Friday, May 28, 2021

Labyrinth VR Summer Sprint 1

For the remainder of the Labyrinth VR project, I am responsible for the remainder of the Bog environment. This includes:
The Tree
Stump
Fallen Tree
Branches
Roots
Back Wall
Bridge
Rocks
Stepping Stones
Grass
Vines
Moss
and the landscape ground materials, which I am hoping to make a learning experience for more realistic materials in substance designer.

Here is my schedule for the next 2 sprints.
This sprint, I primarily worked on the tree, making higher res branches + roots, and the back wall.





The Tree was mostly redone to better represent something closer to the film.



 I found that it wouldn't really be possible to sculpt on the branches due to thin geometry, so I modeled a hi-poly model in Maya,. 







The Roots were mostly fine so I just upresed them and sculpted on them in ZBrush.








Last but not least, I did the back wall. I modeled simple "bricks" and duplicated them to build to main structure. I then only had to sculpt on a few bricks to get the final result.






I also made the lower wall and entrance as separate texture sets. they were sculpted in ZBrush and have a simple smart material for display.

Sunday, May 23, 2021

Portfolio 1 Week 1

For my Portfolio 1 project, Nick signed off for me to work on a stylized modular environment. This week I spent a lot of time gathering reference, researching workflow, and begining to establish a pipeline to UE4 to build my scene.





















































My workflow is based on this project by Tobias Koepp. I had a call with him a while back about how to accomplish this type of project by breaking down to as few parts as possible and gaining the most mileage out of my pieces.  https://tobiaskoepp.com/projects/48qEd1


So far this is the progress I have been making on this project!



Seeing that I have a month to complete this project, I plan on finishing proxy + low res and starting hi-res this week, creating materials and repeatable textures next week, and finalizing the project on week 4, iterating on lighting and materials throughout the project. I plan on researching a workflow for multiple lighting scenarios for this project, but that is a stretch goal!

Week 1, Proxy and establish pipeline to UE4

Week 2,  Finish Proxy, Hi Res + Sculpt

Week 3, UVs + Textures

Week 4, Final Materials, Set Dressing and Textures

Monday, April 26, 2021

Module 4 - Environment Assets Final

 
This week I finished my contributions to the Starfish Island map. First I baked down my textures onto my rocks and combined the meshes into one substance file so that I could have a single set of textures to avoid complications. I created a smart material and was able to apply it across my rocks to find edges and add wear.





After I completed the rock set, I checked the colors with my team and moved foward with the shells as a bonus. I followed the same workflow. I hope to reduce the poly counts of these shells as the more complex shells (3, 4, $ 5) are over 6k polys after being remeshed in zBrush.