Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts

Tuesday, August 2, 2022

Pokemon VR - Final

 For the last sprint, I made an illustration for the picture frame on the desk. In addition, I made a better render of the main Pokemon in Marmoset:





Wednesday, July 20, 2022

Pokemon VR - Sprint 5

 This sprint I painted the map to fit it better in the frame and to get rid of the stretching.

Before and after: 




Wednesday, July 6, 2022

Pokemon VR - Summer Sprint 4

This sprint I created these three posters for the lab, I drew Pokemon skeletons to fit with the overall style and the environment of the lab. 



Wednesday, June 22, 2022

Pokemon VR - Summer Sprint 3

 This sprint I worked on editing Pokemon textures - I changed the roughness to get better highlights. Besides that, I was polishing professor Gary's textures - I added more AO, painted some highlights, added more color variation, and got him closer to the concept. Also, I worked on changing the eye cards to match the concept. 







Wednesday, April 20, 2022

Pokemon VR - Sprint 7

This sprint I worked on editing Bulbasaur and Charmander's meshes for better deformation - I added more loops around the shoulders, hips, and mouth, and making overall topology more even.
I worked on a first pass of Squirtle's textures and uploaded them in the project. 
Lastly, I did another pass on Gary's textures and hand-painted some details to match the referenced game.

 





Wednesday, April 6, 2022

Pokemon VR - Sprint 6

 This sprint I worked on modeling player's hands to look like Ash. The textures will have RGB colors to use those channels when creating a material to be able to change colors in the engine. Also worked on updating Gary's UVs to start texturing him next.




Wednesday, March 16, 2022

Pokemon VR Sprint 5

 This sprint I worked on modeling Squirtle - I finished with game res and UVs and imported him in the level for a test. He is ready to be rigged and animated. 

Unreal post:

https://forums.unrealengine.com/t/fieavr-pokemon/505195/12


References:




Model: 



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 1, 2022

Pokemon VR Sprint 2

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



Monday, January 24, 2022

Sprint #1

 This week I worked on updating character meshes and replacing eye texture placeholders. 









Monday, December 6, 2021

Module 3 Week 15 - Polish & Final Display

The notes that I worked on for this week:

Mountains - too chunky (increase mountain resolution)
- Mountains - too specular, add smaller details on the texture
- Add lights (behind the tree)
- Add an island (big rock shape under the platform)
- BPR renders with floor shadows
- Wireframes of game res
- Include reference











Friday, December 3, 2021

Week 15 - Final Delivery

 I worked on polishing the characters - adding the mouth cavity, testing the eye texture planes, and improving the topology flow. 

Here are my slides for this week: 

































Monday, November 29, 2021

Module 3 Week 14 - Skydome & Mountains

This week:

        - sky sphere

        - clouds

        - exponential height fog

        - mountains

- Move the start player position (closer to the talisman) - blue arrow should be on the ground

- Make the bear lighter (inside of the tree should be lighter)

- Edge of the world - make a slope/populate with more grass and rocks around the edge

- Smaller rock platform - the edge is too tight with the bigger one

- Fix the nav mesh

- Tree - try 4K resolution










Monday, November 22, 2021

Module 3 Week 13 - Tree Game Res

 Notes from last week that I worked on:

  • Shadow bias in UE - put lower to cast shadows for vegetation (light setting, go lower).

  • Play with a gradient in Ps to make the island less floaty / or add a fog on the bottom

  • Get Orb’s shader for ZBrush

  • Look into decals (green color under the vegetation)

  • Could add a fourth material for the ground (use alpha)

  • Make the plants with flowers bigger

  • Small grass is too small

  • Add a stand/rock for the talisman 

  • Texture for the talisman (change the shadow to be warmer)

  • Emissive gem in the middle

  • The ground texture doesn’t make sense, the detail is too big

  • Too much cracks texture (use more soil and sand texture)

  • Think about gradient (more vegetation in the back of the tree)

  • Gradient on the tree (lighter on the top) (check srgb channel, the colors look darker in UE)








Thursday, November 18, 2021

Week 13 - Proxies and Concept

 Here are the slides I worked on for this week. In addition, I worked more on the concept art for Gary and kept working on the models for Bulbasaur and Gary. 


























Portfolio Project 3 - Final