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Monday, March 25, 2019

3D Class S2 Week 025 Retopo and UVs for Organic Sculpt Part 3

Week 025 Retopo and UVs for Organic Sculpt Part 3

   Kicking off my Spring Break, I worked on finalizing the last of the details I would need to complete the sculpt. It was some minute detailing - I'm not sure if I pushed it as much as I could have, but there was a point where I called it and moved over to Maya for the retopo.




   With that, a new challenge was presented. Working on a deceptively asymmetrical figure, it was the first time in a long time that I retopoed everything by hand and not relying on the symmetry function. Which meant the low poly took twice as long, and I worked to make sure the flow of geometry was pretty much identical on both sides. Once it was complete, my polys were roughly 13k.




   After laying down the UVs, I moved over to Substance Painter and imported my low poly, and baked my high poly details to the model. It didn't turn out to shabby, and I'm all set to start the final leg of this project and texturing this bad boi.

Monday, March 4, 2019

3D Class S2 Week 024 Sculpting an Organic Bust Part 2

Week 024 Sculpting an Organic Bust Part 2

   FINE DETAILS ARE THE BANE OF MY EXISTENCE.

  So this week we were supposed to finalize our sculpts to completion. Honestly, I'm not sure if I was able to do that. I got as much as I could done, but with our critique session I'll be getting some good feedback that'll help me with the direction I need to go in and what work I still need to put into the sculpt. It was a lot of work, and I know there's more to come. With Spring Break coming up, I'm excited to put more time into this project to make a badass sculpt.
  
 Without further ado, here is my updated sculpt - 







Monday, February 25, 2019

3D Class S2 Week 023 Sculpting an Organic Bust Part 1

Week 023 Sculpting an Organic Bust Part 1

   TIME FOR A NEW PROJECTO LADIES AND GENTS!
   Back into the world of organic modeling, as opposed to the last month and a half dedicated to hard surface modeling, our assignment for the four weeks is to sculpt and recreate a real-world bust to the best of our abilities. As mentioned in the previous post, I declared a weird little dino/Hellboy's Abe/Shape of Water Amphibian man thing called "the Jovian Lizard" by sculptor Jordu Schell. We get two weeks to sculpt, so I tried my very best to get 50% of the way to a complete sculpt

Here is my progress so far






I'm pretty jazzed about this assignment and the design of my sculpt, and I can't wait to continue my work on it and see it come to fruition ^_^

Tuesday, February 19, 2019

DECLARATION

DECLARATION

 This is the Organic Bust that I'm committing to for our next project - the "Jovian Lizard" by the the designer and sculptor Jordu Schell.




 LET'S A-GO




Monday, February 18, 2019

3D Class S2 Week 022 Texturing and Exporting the Nerf Gun Part 4

Week 022 Texturing the Nerf Gun and Exporting to UE4 Part 4

   Onto the final stretch! This week was dedicated to texturing my gun and exporting to UE4. For my paint job, I stuck with tying the gun to my previous project's theme of Halo inspiration. My goal being that both could exist in the same universe, and that it had seen some action. And no one had given it a good cleaning in awhile hehehe. Along with some inspiration from Halo guns, I also looked at the griminess and edgewear implemented in Mass Effect guns, to give some battlewear. I think I spent more time on texturing then I should have, but it was a fun challenge in the end. Here was my end result -






Once I was happy with my textures, I exported the maps and set up a new project in UE4. It was a bit cumbersome to adjust the materials (once I'd set up the base material and then instances to control the different parts of the gun, and creating controllers to modify values such as value and roughness) as I tried to match the results I had in Substance Painter. It was tricky and a bit difficult to nail, but I tried my very best. After all my effort, it didn't come out too bad ^_^
Also, it was very exciting to make the glowy bits :D





Onto the next project!

Monday, February 11, 2019

3D Class S2 Week 021 Retopoing and Uving a Nerf Gun Part 3

Week 021 Retopoing and Uving a Nerf Gun Part 3

  This week's focus was getting all my high poly pieces and getting them back into Maya to being the process of retopoing a low poly version of the gun. Before getting there though, I merged most of the pieces of the gun to its main parts, rather than the 24 pieces I ended up with, I condensed them to 8. It made the process of retopoing a little bit longer, but it was worth the effort.





From there, it was just a matter of assigning each piece of the gun as its own material, combining the mesh, and exporting it as a single FBX into Substance Painter. Importing that in, I individually brought in each high poly FBX designated to each part of the gun, and baked the details onto the gun. With that completed, I'm all set to go for texturing.




Monday, February 4, 2019

3D Class S2 Week 020 Modeling a Nerf Gun Part 2

Week 020 Modeling a Nerf Gun Part 2

   Continuing our valiant plight in modeling our gun, this week was devoted to completing the high poly version of the model. Primarily in Maya, I continued to tackle the gun piece by piece, while adding edge loops to hold the form in smooth mesh mode, to then be ported over to ZBrush for refinement.





Once everything was safety brought over to ZBrush, I was able to clean up and refine some of the meshes, and Boolean some objects to get the correct shapes down, such as adding a cut down the side of the half sphere shape on the sides. I still have some refinement to do, and add details to the mesh, but ultimately the bulk of modeling job for the gun is complete.





Also that Nerf logo will go bye-bye. I have other plans :)