Now with Phazon backdrop and Dark Samus' theme from the game.
Showing posts with label Metroid. Show all posts
Showing posts with label Metroid. Show all posts
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.
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.
I've completed its left arm and the main part of its shoulders as well, but still need to properly UV them before baking.
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| Substance bake tests with flat colors |
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| Maya retopo WIP |
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| ZBrush Sculpt |
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| Concept |
Monday, May 21, 2018
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:
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.
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:
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| Official Dark Samus hand concept art |
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| MP3 corrupt Dark Samus, in-game model with skull shape and some anatomy bits |
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| 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.
Wednesday, October 11, 2017
2D Class Week 07 Final Illustration 1
Wednesday, October 4, 2017
Wednesday, September 6, 2017
Saturday, August 26, 2017
3D Assignment: Week 01 Simple Box Level
For our first week, we began by bringing a mannequin from Unreal Engine 4 into Maya to establish a sense of scale for any assets we create.
Next we made a simple, beveled cube to practice pipelines with in UE4.
Here is the setup we created for material instances. This is the parent which will be referenced as a base by other materials we create.
Here is the window for an instance along with some more variations in the game map.
We were assigned to create something after the lesson tutorials, so I created a castle turret. I created a few new material instances including a shiny gold effect for the roof and flag. Creating the flag was the funnest part.
I also created Samus from the Metroid series for fun using some pixel art as reference. I created eleven more materials to construct her and had fun experimenting with more colors, color emissives, and appearance settings. Notice her yellow midsection and the black outlines are less reflective and less metallic in appearance than the red and orange armor.
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