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.

Sunday, April 29, 2018

Personal Project Part 4

Final week for the first personal project. I'm pretty happy with the end result, though I wish I could have done the full concept. I had a lot of fun playing with extra elements beyond my old concept like the necklace, clothing design, and the Chinese character, 石, on her forehead.

Wireframe
UVs
Marvelous Designer
Old Concept

Monday, April 23, 2018

Personal Project Part 03

This week I finished the sculpt with respect to my work timeline. I completed the retopo and UVs and had to troubleshoot through a few bakes in Substance Painter. I threw on some basic coloring for fun to get the following result, which I'm pretty pleased with.
 
IRay Renders
  I still need to create her clothing and necklace, which shouldn't take long. I've also considered adding a facial design or prop if there's time.

Monday, April 16, 2018

Personal Project Part 02

Through a lot of research in the Overwatch style, I've made a some large progress in my sculpt. It is still incomplete, missing a necklace I believe might round out the concept. Among other things, I still need to do semi-random cuts and partings in the hair to better align with the Overwatch style. At the end I will also need to smooth out the hair branches and where the eyelids meet the face.


I will likely create her clothing in Marvelous Designer as I've had decent results with it on Capstone. That will have to wait until after retopo.

Monday, April 9, 2018

Personal Project Part 01

For my first personal project in 3D, I'm going to model a bust of a character I concepted some time before coming to FIEA.
Mala Concept
Due to time constraints, I have scoped to do just a bust of the upper body. I'm planning on a partly stylized look, maybe akin to Overwatch or Fortnite, which I imagine will take some time to emulate, though I am quite pleased so far.

This will also be my first go at stylized hair, so I must research methods to reach an effective look.
 
Sculpt WIP 1
Sculpt WIP 2
Completed Work Plan:
     Week 1: Beginning sculpt
     Week 2: Finish sculpt
     Week 3: Retopo, bake
     Week 4: Texture, other misc work

Friday, March 30, 2018

Environment Game Final

This week I finished the retopology and texturing of the "tree". Due to time constraints, I could not hope to finish other pieces I had initially scoped for, including the furniture, door, window, and most unfortunately, cracked pieces of wall, floor, and ceiling to imply the "tree" has burrowed into them.

IRay render
IRay Render

Despite the time setbacks, I've gotten subsurface scattering to function in engine closer to how I envisioned.

UE4

Monday, March 26, 2018

Environment High Resolution Part 02

This week I did some lighting tests to emulate how I envision the final texture of the "tree" will look using a ZRemesh of the sculpt as a test.

UE4 Test
I also started the retopology.

Retopo WIP

Environment High Resolution Part 01

I decided to create a simplistic, but creepy scene for my final environment project. After testing proportions in UE4, I started iterating on my scene in Maya.

Maya whitebox workspace
Next I sculpted the tree-like parasite creature in ZBrush. Using the Maya tree as a base.

Zbrush render
Creature inspiration is somewhere between the Zerg from Starcraft and the Sha from World of Warcraft.

Sunday, March 4, 2018

3D Class S2 Class 08 Organic Bust Project (Textures, Materials and UE4 Display)

This week we are finishing our projects by painting our busts in Substance painter and pushing everything to UE4.

IRay Renders
UE4 Push

Monday, February 26, 2018

3D Class S2 Class 07 Organic Bust Project (Game Res Mesh Texture Bake)

This week we are finishing the high-res busts and incorporating a hard surface stand. After that, we are retopologizing it in Maya and doing a bake in Substance Painter.

Maya retopo
Substance Painter bake
Reference images of Artemis Bust

Monday, February 19, 2018

3D Class S2 Class 05 Organic Bust Project (High Resolution Modeling Stage)

This week we are creating an organic bust based on a reference image. I chose a bust of Artemis. It's about 80% complete, but is on its way to completion.

ZBrush Sculpt, 80% complete
Artemis Bust Reference