Monday, February 28, 2022

Sprint #4 Delivery, Asset/Feature Complete (Common Art 2 Week 6)

The goal of this delivery is for our project to be "asset-complete", and the current iteration of the Cyberstein experience meets all of the criteria! We have placeholders for all props and characters in the game and have even been able to move some assets further along (like the Victor I've been working on, though he is put aside for now).

 This sprint, I was tasked with setting up a new base mesh for the monster for further work on the different pieces. I originally was going to use Victor's base, but the problems I had with the neck meant his original base had to be scrapped. Instead, I took each of the proxy body pieces into ZBrush and organized them each into different tools, and began sculpting on flesh + appending some new parts (ears and eyes). I think having different builds for Victor and the monster will look better in the end anyway.

I also decided to create some bars to hold some pieces together so they won't appear to just be hovering near each other in space as they have been, but this is subject to change!

I also began sculpting the "evil head" >:)

Nerf Gun Project - Final Materials/Textures, Final Light and Display of Work - 3D Art 2 (Module 2 Week 07)

Final Renders

Additional Work

Monday, February 21, 2022

Nerf Gun Project - Game Resolution/UV's and First Bake - 3D Art 2 (Module 2 Week 06)



This week, I re-built several pieces of the gun (top clear plastic piece, back grip piece, barrel, front barrel cover, that one chiseled detail, and the lego-y piece at the bottom where I discovered some sneaky n-gons). Luckily, I was able to use a lot of the pieces I've created from the last two weeks to help!

I know the polycount for my game resolution mesh is pretty low compared to our limit of 15k, so I think I need to go back and add a few extra loops of geo around some spots to get a better look of beveling in the bake. I'd also like to finish adding a few small more details into the normal (some raised circles on the main piece) that I couldn't get to this week. Can't wait to finally put some materials on this thing!

Wednesday, February 16, 2022

Sprint #3 Delivery, Sound & VFX (Common Art 2 Week 4)

 Testing Video


This sprint, I continued working on Victor Frankenstein - First, I re-sculpted the shoulder and neck area to A. give him a neck so the mocap animations will work, and B. get his overall look closer to the original concept art. In the video above, you can see my first game-res pass in action. That version is at 40k tris and far too dense, so I have been continuing to work on a lower version which you can find below (I also added a face mask because lab safety is important, even in the dystopian future):


At this point, the sculpt is pretty much done except for some more minor details I want to re-bake onto the game res (a few extra pieces on the mask, wrinkles in the clothing, etc.). I plan to continue optimizing the game res as well, and will gather references of professional character topology to do so (I know right now this is a bit messy)!

Wednesday, February 9, 2022

ArtStation Links and Personal Project Proposal

ArtStation Links:

Juan Novelletto - Creatures/Characters - I like the combination of hard surface and organic elements.

Oliver Ward - Props/Hard Surface - I like the use of materials and rendering for high-resolution details.

Gael Kerchenbaum - Creatures - I like the detailed process of how the fox was created, with skeleton + muscle structure + skin + fur.

Antoine Verney-Carron - Creatures/Characters - I like the fine details (noise placement, etc).

Tyler Smith - Environments/Creatures - I like the set-up of the piece with a combination of creature + small environment + an effect; I like how everything in the scene works together for the overall composition.

Priskah Khazaei - Props/Hard Surface - I really like the use of materials and lighting + rendering.

Joel Zakrisson - Scenes/Creatures/Props - I love the scene set-up + use of dynamic sculpts (moving water, motion, etc).

Kevin Beckers - Characters/Creatures - I like the style; highly-detailed but still rounded/soft features overall (I like the combo of high fidelity, small detailing and stylization).

LITTLE RED ZOMBIES (studio) - Characters/Creatures - I like their style of characters; some stylization but mostly leaning toward realism.


















Project Proposal:

High-detail character bust with elements of hard surface (likely armor plating), will do something fun with the materials (along the lines of transparency or emissive in addition to detail work).

Wednesday, February 2, 2022

Sprint #1 Delivery, Beginning/Middle/End, Part II (Common Art 2 Week 2)

Testing Video


This sprint, I worked on my first ever attempt at a full-body human character - Victor Frankenstein! I got a nice head-start by using the default UE4 man as a base which I then inflated/fleshed out to get a simple base in ZBrush (which I have saved to go back to for building the next characters (the monsters). For the clothes, I used a combination of masked shapes, EdgeLoops, Dynamic Subdiv, and Dynamics simulations.

This is very much a work-in-progress; I think need to shrink down his shoulders and overall stature to better fit the concept art provided by my teammate Jaz. I wasn't able to retopo him in time for this sprint, but my next immediate task will be to make all necessary edits and a game res version. 

Status Update

Hi all! This blog will be sparsely updated going forward as my time at FIEA draws to a close. Thank you to my classmates (especially the 3D ...