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

Wednesday, January 26, 2022

Top 10 Artists

 links to artists

image of the board

write why I chose them

look at how other artists show their work (characters with armor - grey out the body)


ZBrush hard surface:

https://www.youtube.com/watch?v=ujJhjxDXNEk


Top Artists:











Beth Cavener:
- Anatomy, stylization, gesture
https://followtheblackrabbit.com/

Terryl Whitlatch:
- Anatomy, combining animals, knowledge of biology/zoology
https://www.artstation.com/terrylwhitlatch

Kate Pfeilschiefter:
- Anatomy, level of high res detail, tech knowledge (creature game artist)
https://www.artstation.com/pfeilschiefter

Entei Ryu:
- 3D illustrations, fine art feel, composition/presentation
https://www.artstation.com/badzr

Krystal Sae Eua:
- Clean shapes, 3D printing
https://www.artstation.com/iamsadpanda

Nicholas Kole:
- Color, clean style, creature design
https://www.artstation.com/happyrock

Olya Anufrieva:
- Game characters, tech skills
https://www.artstation.com/he77ga

Claudio Saavedra:
- Sculpting for collectibles
https://www.artstation.com/claudio_s

Ana Mendes:
- Stylization, collectibles, anime style
https://www.artstation.com/zaphk

Nikita Veprikov:
- Clean shapes, gesture, minimalistic
https://www.artstation.com/veprikov

Tuesday, January 25, 2022

Module 1 Week 3

 - too low at the bottom of the blade and middle of the handle 

 - make the blade and handle smoother overall 

 - make a center line on the blade and relax the corners (make two UV shells for the blade)

 - get rid of smaller UV shells (thin strips)

 - display in Unreal 

 - show first bake, textures, final shot

 - Paint ID map in ZBrush








Portfolio Project 3 - Final