Showing posts with label Common. Show all posts
Showing posts with label Common. Show all posts

Monday, July 29, 2024

Star Wars Team | Final Sprint

Final video:

 Final Textures in UE5:

Final Textures in Substance Painter:

Final Wireframe in Maya • 18,864 tris:

Final UV:

Final ZBrush sculpt:

• For this project my portfolio focus was on creating a full character, including skinning and rigging.

• Intended to match our stylistic goal of producing a realistic Star Wars scene.

• Character was intended to be optimized to hit our performance goal, including being replicated many times throughout the scene.

• Process included establishing the pipeline in its entirety before going back and honing the final results.
    - I made a fully working proxy including a high-to-low bake with loose textures and fairly complete weight skinning in order to give Paige our animator the tools she needed to get her work done.
    -This also ensured a minimum delivery of the project if something bad were to happen.
    -Having the space to work comfortably allowed for the creation of much improved results.

• For the sculpt I started with the base male figure available in ZBrush fitted to the Gas Mask character skeleton from Mixamo. We used this skelton, which me modified, for the entire project.

• Used Marvelous Designer to create the base sculpts for the pants and elbow sections, which were then refined in ZBrush.

• All Hard Surface modelling of the armor was done entirely in ZBrush.

• Tip/Trick: for the trooper's dirt I filled the entire mask and then wiped it away bit by bit with varying opacity's and brushes.

• Lesson learned: for the final pass on the Game Res mesh I broke it up into sections rather than keep it as one continuous mesh, this allowed for easier and better skinning results.

Wednesday, July 17, 2024

Star Wars Team | Sprint 05

 For this sprint I went back and completed the High Res sculpt for the Tank Trooper bringing it up to portfolio quality. I then adjusted the Game Res mesh to fit this new sculpt as well as separating it into separate mesh islands for better results weight painting and in the final animations.

UE5:

Maya • 18,864tri's:

Substance Painter:

ZBrush:

Reference:

Monday, July 1, 2024

Star Wars Team | Sprint 04

Value pass in UE5:

Value pass in Substance Painter:

Updated textures in the UE5 Project:

Textures on P4:

During this sprint I also skinned and weight painted the skeleton we had in place for the trooper to the Game Res mesh I made previously, demonstrated here:

Wednesday, June 19, 2024

Star Wars Team | Sprint 03

 Game Res Mesh with initial bake render grey applied, in-level (UE5):

Maya render wireframe • 16,634 tri's:

UVs:

Substance Painter render:

Uploaded to P4:


Wednesday, June 5, 2024

Star Wars Team | Tank Trooper Sprint 02

 High Res ZBrush sculpt WIP:

Sculpt converted to nanite and placed in UE5 scene:

FBX uploaded to P4:

Wednesday, May 22, 2024

Star Wars team | Tank Trooper PROXY

Tank Trooper Reference Board:

Tank Trooper Proxy in ZBrush:

Reference Overlay to establish correct proportions:

Team proxy assets in UE5 level:

Tank Trooper Proxy turn in in P4:

Sunday, February 4, 2024

Lighting Module 04

 Same scene, three different cameras, lighting adjusted per shot:

Some office shots for lighting ideas including what appears to be someone else's own attempt at lighting this same scene:

Sunday, January 28, 2024

Lighting Workshop Module 03

 Studio setup shot:

Outdoor setup composition 1:

Outdoor setup composition 2:

Sunday, January 21, 2024

Lighting Workshop Module | Week 2

 Unreal Engine 5, lit constructed scene, 3 shots with 3 different cameras with different depths of field from 3 different angles:

Saturday, January 13, 2024

Lighting Workshop

 Model #1, neutral lighting:

Model #1, RGB lighting:

Model #2, neutral lighting:

Model #2, RGB lighting: