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.





Saturday, April 24, 2021

Sprint 7 Delivery





For this final sprint delivery, I focused on making the major shapes for the bog closer to our visual target. I brought in a spline generator to create some hannging "vines" and merged the actors to create static meshes that I could hang around the scene without the expense of editable splines. I also added normals to our ground to make it feel less "flat" and to give the idea that we hope to achieve in our final experience. I also worked on lighting to make the scene a little brighter and less gray.






 

Monday, April 19, 2021

Module 4 - Hi Res Pt 2

 This week I worked on sculpting all my rocks and the shells to get them to a higher level of detail. After I sculpted them with a slightly more detailed orb style, I decimated the rocks and shells and exported those from zBrush. I plan on using my proxies to help me build my game res for my rocks.








I decimated the rocks and put them in engine to see how they look in our environment. 


Here are my shells in progress!







Monday, April 5, 2021

Module 4 - Environment Pt 1 Proxy + Start High Poly

 I am a part of the Island environment team. I was in charge of the rock sets (large, medium, small). I decided to create a few shapes and combine them to create various rock shapes.


I brought the meshes into zBrush and dynameshed them and began sculpting detail onto them. So far I completed 2 but would like feedback before moving forward!
I then brought all the the rocks into engine and named them appropriately, and created a master material from what Nick provided. They should be ready to put in the scene as low res proxies, but these will be updated with the decimated hi res as those are completed!




Because the rocks are relatively simple, I wanted to also work on some shells for our level. I followed ta similar workflow and tried to make a variety of shapes! I would like to also add a starfish!










Sunday, April 4, 2021

Labyrinth Sprint 6 Update

 This week I worked on iterating on some of the props I created for the Bog of Eternal Stench. First, I pushed the bridge to the next level of proxy and brought it in to be sculpted on.



I also sculpted on the stepping stones and the rocks that are placed around the scene.




I also updated the tree assets so they better match the reference from the Labyrinth. I also added some sway to the upper branches using a vertex mask so that the base of the tree does not also sway. I made sure to make the movement very slight as this scene has little wind and movement to it.


I also worked with adding simple movement to to the grass and using the foliage tool to paint more in.