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

Tuesday, July 10, 2018

Portfolio 3

For my third portfolio piece, I will be creating this "????" character by Josh Corpuz. Thankfully, there's more reference than my previous projects.

Primary reference
Additional combat image providing the character's back and some more color detail

I am still debating on how I will texture this character. I am leaning toward 3D Coat as I am interested in learning the software.

Plan of Action:
Week 1: Sculpting
Week 2: Sculpting / Retopo
Week 3:  Retopo / Substance
Week 4: Substance / UE4

Given my scoping problems with my previous piece, I am not currently planning on rigging or animating this character. I will, however, consider particle FX for the ghostly arms.

Sunday, July 8, 2018

Portfolio 2 Final

After a lot of crunch, I finished Dash's model and at least one pass at the materials for an Iray render.

Iray Render
Reference, "Dash"
ZBrush Sculpt
Wireframe
Materials and UVs
 Due to time constraints and differences in software, I am still tweaking Dash's appearance in UE4. More than previous projects, I've learned how tricky Metal and Roughness materials can be. I will likely need to export some extra masks from Substance painter to be able to freely tweak the gold and grey parts of the armor separately.
I also added a quick cloth solver to his cape and sash, but it appears he will need a rig (with better collisions) to stop the cloth from clipping through his body. These cloth bits are also stopping mid air as though hitting an invisible floor for some reason.

UE4
I will need to continue to tweak Dash for Industry Review. Ideally I can make his rig, pose, and some emitters for the smoke and lightning, but that is a tall order alongside other small tweaks I wish to make.

Sunday, June 24, 2018

Portfolio 2 Midway Check

I'm currently behind on my progress with Dash, partly because I made the decision early last week to sculpt him in a T-pose rather than his reference pose. Due to this change, I lost some time, but will try to make it up. The majority of troublesome bits are complete. I still need to sculpt the big arm and model the other smaller, missing bits (likely in Maya). I think I will need to model the cape after retopo, as I might use Marvelous Designer for it, which in my experience won't work well with topology greater than game-res.

Dash WIP
"Dash" concept

Thursday, June 21, 2018

Saturday, June 9, 2018

Portfolio 1 Final

After a lot of troubleshooting and material work, I managed to get Dark Samus textured, rigged, animated, and into UE4. I would like to add a Phazon (radioactive substance/lifeform from game series) background, eventually. Maybe for Industry Review I can push it further.

UE4 Final Product:

Concept Art from Metroid Prime 3: Corruption
Sculpt and retopology
Texture work and UVs
Maya Rig

Tuesday, May 29, 2018

Portfolio 1 Midway Check

I'm slightly behind this week due to baking issues, but I've managed to complete the retopology and test bakes of Dark Samus' head, torso, and legs.

Substance bake tests with flat colors

I've completed its left arm and the main part of its shoulders as well, but still need to properly UV them before baking.

Maya retopo WIP
ZBrush Sculpt
Concept

Wednesday, May 16, 2018

Personal Project #2

For this second personal project, I've decided to work on some unused concept art of Dark Samus from Metroid Prime 3.


This is an upscale of the best quality image I could find online and is the only art of this pass of this character. With Photoshop, I've prepared a sharpened version to help with some of the blurry details, but will also keep the original handy.


To aid with my sculpt, I've found a few images to help:

Official Dark Samus hand concept art
MP3 corrupt Dark Samus, in-game model with skull shape and some anatomy bits
Real skull due to the concept skull looking more realistic than final in-game model's concept

Plan of Action:
Week 0 (Break): Head start on proportions. Body and Head work.
Week 1: Finish sculpt. Begin Retopo?
Week 2: Retopo and bake. Light paint work.
Week 3: Finish painting. Play with UE4 textures and renders.
Week 4: Finalize UE4 material work. If time, quickly rig and animate with UE4 implementation.