Sunday, June 27, 2021

Project 2 Week 2

 This week I pushed the low poly to high poly and began UVs for my project.







Friday, June 25, 2021

Labyrinth Summer Sprint 3

 This sprint I was responsible for the following:



I ended up cutting the vines asset due to time and also because I no longer believe it is needed in our scene as it was not an asset I saw in my reference image, but an asset used to "fill" branch spaces that I feel I was able to adequately fill with actual branches. 
First up was the ground asset. I wanted to mixed the 3 materials for our landscape, and also add leaves on  the ground like in my reference.
first I made my root, rock and mud material in substance (including Alex's puddle and mud materials). I used a tutorial to make this material last semester.


I now wanted to add the leaves as a foliage asset so I could "paint" them onto the ground. I modeled some simple leaves and did a quick sculpt in ZBrush.

I baked the textures down in Substance Painter and then made some adjustments to get some varience for my ground leaves. (The edges are rough in substance, but look fine in UE4)




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After I made the leaves I decided to also make some adjustments to the back wall. I created a simple moss in substance designer and vertex painted it onto the rocks and added buildup leaves onto the wall like I saw in the film.




For the bridge asset, I wanted to use the bricks I already made for the back wall and make some adjustments to them to create the bridge shape.


I used the moss on the bridge as well.

Next I did the moss asset. I started with 5 "moss" pieces in photoshop and created material instances of the moss in UE4






They also have a vertex mask so the bottom flow in the wind more than the top.

I then quickly tackled the sign.




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.


Week 01 Progress








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