Monday, February 28, 2022

Pokemon VR - Sprint 4

 This sprint I worked on replacing the tree asset with a Pokemon that looks like a tree - Sudowoodo. I modeled and textured it, and got it in the level. Additionally, I worked on resolving some texture issues with other Pokemon.


















Tuesday, February 22, 2022

Monday, February 21, 2022

Main Character Update - Vertical Slice progress

Render from Substance Painter (game res model 15.5K tris): 

Substance Painter progress shots:






Shots from Unreal Engine (gun made by Kaylie White):



Wednesday, February 16, 2022

Pokemon VR Sprint 3

 I worked on adding teeth and tongue to Bulbasaur and Charmander, created meshes for the leaf effect, and started blocking out Sudowoodo






Tuesday, February 15, 2022

Module 2 - Week 6 UVs and first bake

 Polish some shapes, straight lines

ZBrush - use SliceCurve tool (double tap Alt to make a sharp angle), then use Zremesher (about 40) and Qmesh (extrude) to make shapes, subdivide a few times

Stamps - upper bar Focal Shift = -100 (to get a clean edge when dragging alphas), turn on BackFace Mask (Brush masking). Use DragDots to drag the same size.  


Arnold render denoiser - upper right corner gear icon - DenoiserOptis

Also increase the sample count (in render settings)








Wednesday, February 9, 2022

Personal Project Research

 Start thinking about concepting a personal project for 3D print in the future. A creature with a character (Toothless with Hiccup as inspiration). The dragon assignment for 3D II could be the first half of the project, later on adding the other character. Stat planning the overall layout, look for concepts/references, could try to concept something on your own.  

Tuesday, February 8, 2022

Module 2 - Week 5

- Separate the big shape (blue and grey parts should be separated) 

- Fence at least one part 





Tuesday, February 1, 2022

Pokemon VR Sprint 2

 I worked on updating Gary's face and clothes, made a card for his mouth:



Guest Speaker Notes (hard surface modeling)

 Eric MgGinnis notes:

- works in military simulation

- modeling in Blender is better (UVs are better in Maya)

- References for modeling, texturing, presentation

- Remember scale reference 

- Keep booleans on a separate layer in maya

- bevel odd numbers (delete every other one for retopo)

- UVs: first bake with quick UVs to test

- An edge that doesn't have a seam on it should be soft! (UV seams only on hard edges, hard edges always have UV seams)

- If you need to keep an edge soft - add fencing

- If there are a lot of triangles on a plane - set the (outside) edges to hard and cut it into a separate UV shell

- Duplicate small details after UV unwrapping them

- Use exploded mesh for baking (duplicate a objects and separate all parts)

- Check the bake with glossy material

- Average normals - usually turn on (turn off for baking details on a flat surface, combine two maps at the end). Marmoset - let's you do that in one bake 

- Substance (use Tomocco Studio, Post effects on, anti-aliasing on, sRGBf color profile)

- Overlay blending is good for adding new details

- Use paint masks for wear/scratches to not make it uniform

- Maya: turn on highlight border edges (display polygon settings), use Shelf Editor, make custom hotkeys

- Maya - connect tool (under modeling toolkit)

- ZBrush: Polygroup by UVs (auto groups with UV) - use Mask by Features and Polish edges

- Polish - bevel, Polish by Features - holds a tighter edge 

- Use colors to paint in hard edges - polygroup from polypaint - polish by features (circle open), polish (circle closed) (creates a hard edge on the polygroup borders)

- Taper boolean pieces

- Exaggerate bevels

- Eugene Petrov (texturing tutorial on flippednormals)

- Jason Ord (substance painter tutorial on artstation)

- Look at Eric's presentation

Portfolio Project 3 - Final