This has got to be my favorite project here in FIEA. Doesn't mean I'll change to a character Artist but I got to learn all these different techniques for the past few weeks on something new for me. It was a pain trying to get the UVs and pose the character into different poses. With the help of Mixamo, I got the poses and froze the mesh in Maya so that it could be a static mesh and not have a skeleton since that's not allowed as Nanite. This was very challenging but well worth it.
Thursday, August 4, 2022
Portfolio 3 - Week 3 Thurs - Final Display
Monday, August 1, 2022
Portfolio 3 - Week 3 Tuesday - High Res
Since I am following the Nanite workflow, this week has been a little difficult since I am using a different approach to a character. This meant that I had to watch a ton of tutorials from both nanite and ZBrush pipelines and trying to combine the two. I managed to get the high res done. I am currently working on UVs since its taking a while to unfold them. I also tested the character mesh on Mixamo but it didn't work. I am going to try auto-rig in Maya (As suggested for a static mesh by Tech Artists).
Schedule:
Week 1: Proxy Sculpt
Week 2: Proxy Sculpt/UVs
Week 3 Tues: High Res/UVs/Practice Rigging Techniques
Week 3 Thurs: Fully Textured with UVs and Posed for Final Display
UPDATE: File got corrupt while copying UVs and the last file I can access is from 2 hours before the incident 😓
Monday, July 25, 2022
Portfolio 3 - Week 2 Proxy Character cont.
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 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
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.
Monday, July 4, 2022
Portfolio 2 - Week 3
Week 3: High Res / UVs / First Bake / Create Skysphere
Week 4: Fully Textured / Final Display
Monday, June 27, 2022
Portfolio 2 - Week 2
This week has been quite a struggle. Been battling a stomach bug this week which took time and energy to complete this week's work. However, I did manage make more tweaks and assets to match the references. I did more polishing and separating of the assets, since I made the proxies "watertight" (I wish I hadn't). I also created the frame of the cockpit window, which was a long game of trial and error.
Schedule:
Week 1: Proxy out scene / Create Skysphere
Week 2: High Res / Game Res
Week 3: High Res / UVs / 1st Bake
Week 4: Create Skysphere / Fully Textured
References:
Monday, June 20, 2022
Portfolio 2 - Week 1 (Proxy)
My goal is to make the Ghost ship from the animated series 'Star Wars Rebels' and to complete the steps following the schedule. Though I was not able to create the sky sphere this week, I did manage to proxy out most of the environment. The toughest part was creating the window, as there's another room below the cockpit that shares the same window; its continuous.
Week 1: Proxy out scene / Create Sky Sphere
Week 2: High Res
Week 3: Game Res / UVs / Create Sky Sphere
Week 4: Fully Textured / Final Display
Here are the main references I was following:
Tuesday, June 14, 2022
Portfolio 2 - Reference and Schedule
For the next project, I will be working on the cockpit of the Ghost from the animated show, Star Wars Rebels. I have discussed the art style with Nick about it being realistic since I plan on being in the themed industry career field. I will be showing it off in Unreal Engine 5 so that I could create a space skysphere.
My Schedule:
Week 1: Proxy / Sky Sphere Created
Week 2: High Res
Week 3: Game Res / UVs
Week 4: Fully Textured / Final Display
Monday, June 13, 2022
Portfolio 1 - Week 4 (Final Display)
Ref:
Monday, June 6, 2022
Portfolio 1 - Week 3 (Game Ready)
This week was the most difficult with time management. However, I did more than I was hoping to for this week's schedule. Other than a lighting pass. I will have to re-adjust the last week's plans.
Schedule:
Week 1: Proxy Model + 1st Lighting Pass ✅
Week 2: High Res Model ✅
Week 3: Game Ready Model + UVs + Material IDs + Start Texturing + 2nd Lighting Pass ❌
Week 4: Add foliage + Final Textures/Renders (2nd/Final Lighting Pass)
Monday, May 30, 2022
Portfolio 1 - Week 2 (High Res)
For this week's project, I chose to make the high res model so that I could later bake it onto the game res in Substance Painter. The first image is the reference I found online. This is similar to the 'How to Train Your Dragon' art style but not official artwork for it. The second image is from Maya, before importing it into ZBrush. The third is in Zbrush. I didn't do much sculpting because halfway through the assets, I figured that there isn't much silhouette change and can easily be textures instead.
Wednesday, May 25, 2022
Common Art Sprint #1 Delivery
This Sprint, I was working on refining assets based off of last semester's feedback. I have made EKG monitors that will be placed next to the operating table. These are the closest I can get to a Blade Runner aesthetic. For the future, I will have to redo all tools to look as if they were in that universe. As for the texturing, I will have to match it as best I can with materials from the Blade Runner movies. There will no longer be placeholder textures since I will be moving to the next step from C level.
Monday, May 23, 2022
Portfolio 1 - Week 1
This week, I planned on creating the proxy for the 'How to Train Your Dragon' environment along with the first lighting pass in UE5. The first image is the reference I will be using for the overall project. The second, is my camera matched perspective for a sense of scale and right positioning. The third is the outcome in Maya with a mannequin there for scale. I know that it is not exact, but since it is an illustration and no known focal point, I did my best to align the mesh with the reference.