Monday, November 28, 2022

Module 3 Week 14 Homework (Complex Prop)

 For this week's assignment, I finished the details of the laser gun in Zbrush. I learned how to make and apply alphas. The low and high res bake in Substance did not turn out great. I also should not have merged some meshes together. Too late to turn back now. Hopefully, I can make the texture decent by hand painting. If I could start over, I would have made a much simpler sculpture, yet refined with fewer pieces. I'll work on the color scheme.


Crack details made with an alpha


Details made with alphas



Frankenstein lettering made with an alpha


Alpha texturing 








Tuesday, November 22, 2022

Week 13 VR Interactive Characters (Clean Pass)

Retopologizing made me question my life choices. Though shall not see the first attempt. This second attempt is better. Not good. Better.


The UV 

The colors Duke, the colors!


After baking I see that I should have added more topology with detail. No regerts. 

The Cursed Underarm Patch 


Should have made these buttons separate from the body. Blame Qdoba for not opening.


Shabby much?


Dr. Frank looks like Christian Bale.


Dr. Frank texture first pass. A fine looking Dr.




Monday, November 21, 2022

Module 3 Week 13 Homework (Complex Prop)

 For this week's complex prop assignment, I combined the meshes of my cannon (laser gun) for organizational purposes in Maya and exported the file into Zbrush for sculptural detailing. To make the deteriorated texture of the laser gun, I used the Noise brush and Orb's Orb Rock Detail brush combined with the morph target tool and layers. A little surface noise was added for a corroded surface. I am still unsure of what alphas to add to this gun since it is based on simplistic geometric-shaped machinery from Dr. Frankenstein's laboratory.  



Thursday, November 17, 2022

Week 12 VR Interactive Characters (Proxy Pass)

 For this week's VR assignment, I made a proxy version of the character for the VR game in Zbrush. The character is Dr. Frankenstein. I altered the male model provided by the Zbrush library. I was inspired by Bernie Wrightson's design of Dr. Frankenstein and used Sweeney Todd's outfit from the movie Sweeney Todd: The Demon Barber of Fleet Street. Mmmm...pies. Since I have to retopologize the high res version of the character made in Zbrush, I wanted to give myself time to do it right, and made the high res version as early as possible, as well as to give my team enough time for their part in the pipeline. I realize that I didn't have to put the finishing details into the model at this stage, but it is hard not to do so. I also sculpted details to practice sculpting techniques. I will have to work on making more efficient proxy versions of meshes. From this project, I made clothing for the first time and realized that making certain items, like shoes, could have been made much more efficiently in Maya. I learned a lot from this stage of the project. 


This week's character proxy submission. 9,846 poly count. A Zremeshed model - not the best for animators.


High Res Version


Zbrush's male model, low-res character, high-res character


Reference



Monday, November 14, 2022

Module 3 Week 12 Homework (Complex Prop)


I am behind on the assignment for this week. I gave texture to the floor under the laser gun. I roughed up the stone to make it look old and worn. Orb's brush set came in handy. I still need to fix layers of the laser gun in my Maya file and then give texture to the gun in Zbrush. 



Friday, November 11, 2022

Week 11 VR Hands And Props (Final Pass)

For this week's project, I took the high-res meshes into Zbrush and gave them sculptural details. Then, the meshes were baked in Substance Painter and given texture. I used the curvature generator and a paint layer for the base colors and highlights of the textures then used many paint layers with black masks on fill layers after that. I used a real crab claw as reference/inspiration. 


(Because of the colors, Unreal Engine thought the Base Color map was a Normal map!)


Reference




Monday, November 7, 2022

Module 3 Week 11 Homework (Complex Prop)


For this week's assignment, I fixed the geometry of the laser cannon for the conversion of the smooth mesh preview to polygons. After making the UVs for the gun and the base floor, I converted the polygons to make a high res model, then imported the fbx file into Zbrush to be ready for next week's project. 

Laser Cannon in Zbrush






Low Res in Maya

High Res in Maya

UVs of the Laser Cannon in Maya

UVs of the base stone floor in Maya







 

Thursday, November 3, 2022

Week 10 VR Hands And Props (Clean Pass)

 

For this week's VR assignment, I added textures to the high res hand meshes in Substance Painter. This was a good opportunity for me to get to know Substance better. I used a curvature generator for both meshes, and fill layers, with a black mask, and a paint layer. Then I just played with the different brushes. I used a real crab claw as a color reference. 






I also made versions of the hands with damage on them using the Creature Tongue material in Substance.





Portfolio 3 Week 2 Mid Project

I decided to kill two birds with one stone by studying anatomy and practicing VR Sculpting simultaneously. I am a week behind now, but I pla...