I've decided to stick to one project since the time we have is shorter than usual. So I'm sticking with the character, Mirage from Apex Legends. Not only is this my first time making a character, but I have to follow a different workflow to convert it to nanite.
I have to get the base mesh first, UVs, detail, texture. Since this is new to me, I'm trying to do as much research as I can to make Mirage using good techniques. This is taking A LOT longer than expected however. I haven't gotten the UVs done because I'm still doing my best to get base meshes on his body before continuing.
Putting most of my focus on the head was probably my biggest mistake. I tried to make it match as best I could but got a little too carried away.
New Schedule:
Week 1: Proxy Sculpt
Week 2: Proxy Sculpt / UVs
Week 3 Tues: High Res/UVs/Practice Posing
Week 3 Thurs: Fully Textured and Posed for Final Display
Monday, July 25, 2022
Portfolio 3 - Week 2 Proxy Character cont.
Wednesday, July 20, 2022
Common Art Sprint #5 Delivery
This sprint, I've done:
Pannable Conveyor Belt + New Conveyor Textures
Improved Radio (Won't fall apart + new mat)
Materials for the Monitors and Assembly Machine
Monday, July 18, 2022
Portfolio 3 - Week 1 Block out / Proxy
Since the 3D Research assignment was due this week, I focused more on that than I did for this week's project. It was tough making the clothes for the character. Since it was really my first time making one, and spending most the time in ZBrush, I had to research videos on ZBrush to familiarize myself with it. Maybe it would've been better to stick with a character rather than over scope myself and do both an environment and character. 😅
Week 1 - Block Out Level / Proxy Sculpt / Character UVs
Week 2 - High res character / Character UVs / Proxy Environment
Week 3 - Game Res Environment / Textures for Both
Week 4 - Final Textures / Lighting Passes / Final Display of Work
Research Project - Unreal Engine 5 Nanite
Unreal Engine 5 Nanite
What is Nanite?
Nanite is a new mesh rendering technology in Unreal Engine 5. It allows the creation of film quality assets for real-time games.It's no different than how anyone currently works in Unreal Engine. All you have to do is enable Nanite when importing any static meshes that do not deform. Anything else, such as skeletal meshes or anything with world position offset cannot be Nanite.
How does it Work?
When imported into Unreal Engine 5, the mesh is analyzed and its tris are put into groups called clusters. The maximum threshold is 128 tris per cluster. But those clusters can swap depending on what is being rendered.
The method used is called culling. So wherever the camera is placed and what its looking at, will change the cluster groups.
For example:
When it is CLOSER to the Nanite mesh, there will be SMALLER clusters (High LODS).
*Think of each cluster as its own LOD
So the camera renders what it needs to and culls everything else. Clusters give more controls on what exactly gets rendered.Anything NOT in the camera view is culled. Even if part of it is in view, it won't be culled but most likely use a lower LOD.
UVs and Texturing
Resources:
How to Texture props for Nanite - https://youtu.be/lrvPduSC4c8
UE5 Tutorial – Nanite - https://youtu.be/ADIldob0Sxg
Nanite in UE5: The End of Polycounts? - https://youtu.be/xUUSsXswyZM
Absolute Beginners guide to UE5 | Nanite - https://youtu.be/9NgDle3J9lo
How to make Nanite Meshes for Unreal Engine 5 in ZBrush and
Substance Painter! - https://youtu.be/uxTteEHDhtA
Tuesday, July 12, 2022
Portfolio2 - Week 4 (Final Display)
This has been a wild week with capstone, common art, and 3D. I was able to texture the Ghost Cockpit but I feel like I could have made it look a little more realistic. But since it's sci fi, most of it would pass and it won't be considered cartoony. But I'm glad I got to recreate an environment from an existing IP. It felt like actually working on a real Star Wars project.
Schedule:
Week 1: Proxy out scene / Create Skysphere
Week 2: High Res / Game Res
Week 3: High Res / UVs / 1st Bake / Create Skysphere
Week 4: Fully Textured / Final Display
Friday, July 8, 2022
Portfolio 3 - Reference and Schedule
For my final portfolio piece of the Summer semester of 3D Art, I'd like to incorporate a character in my environment. This character won't be playable however, it'll just be a statue sculpt. I have never made a character before and would like to make one before I leave FIEA. I will be using nanite in UE5, as its part of my research project. So I'll follow a different pipeline to bring this sculpt into my environment. I will be using Megascans for my foliage to focus on the statue and the rest of the environment.
Schedule:
Week 1 - Block out of level / Proxy sculpt / Character UVs
Week 2 - High res character and environment
Week 3 - Game res environment / First pass of textures for both
Week 4 - Final Textures / Lighting passes / Final Display of Work
This environment will be a garden with a statue in it. I want to push for different statues but that'd be over scoped within this time, so I'm sticking with one for now. Since I want to create more in the future, I will sculpt him in an A/T Pose so that I can rig the mesh and have him in different poses.
I chose this character, Mirage from Apex Legends, because I feel like having a garden of statues would be something that actually fits his personality since he's so full of himself. Not only that, but his character is known to create different holograms of him, so having multiple statues would fit too.
The environment would have this general garden walkthrough with the statue(s) as the main piece that draws the viewers eye.To make this fit in the same universe as the character, I used some reference of an upscale outdoor lounge from Apex Legends.
This outfit of Mirage's is the one I am referencing for the sculpt. It won't have too many intricate details as it would just be a sculpture.
These are my main references I am using. I hope to use the layout of the garden (below), with the architecture from the game (top), and the character with the same pose for the statue.
Wednesday, July 6, 2022
Common Art Sprint #4 Delievery
Monday, July 4, 2022
Portfolio 2 - Week 3
Week 3: High Res / UVs / First Bake / Create Skysphere
Week 4: Fully Textured / Final Display