Tuesday, November 29, 2022

Week 13 - Common Art

 
Week 13 - Vr Project p6


The final week for the common art project! Glorious.

Had to do the final pass on the room I created before. Ez.

Spent the time to go thought and polish the core models. Smooth things up with creases and apply previews to polygons.


UV's were already fixed from before, so it was easy to just export it all to substance painter. Now owned by Adobe (I swear it wasn't a year ago.)

Went through and copy pasted the scene I used for my table, then changed the model in that scene to the room! Since the materials were the same as before most of them automatically re-applied! Just had to adjust the ones that were there and make a few new ones, but since I could use the foundation from my table, it made touchups rather easy.



Finally exported all those maps and got everything into unreal; plugged up the materials and applied to everything!



And of course, here's the p4 files, otherwise my professor will bench press me:




And that's about it. All done. This whole Vr project was honestly a huge meh. It didn't suck, but it def added more to my already full plate. I suppose I learned and practiced stuff for it, but it always felt like again it was just getting in the way of my more important projects.

So yeah. That's about it.

Thanks for reading. RIP common art.

Week 13 - 3D art

 
Week 13 - Cannon Project p6


This week I worked on the cannon more. surprise.

first things first I got a LOT of feedback and help. I was behind, I still kinda am, but now I'm finally catching speed.

First advice I got was I had too many groups, so I went back to maya and fixed that.

Went from THIS

To THIS


Much better.

Then I got to work in ZBrush. Watch some of Nick's tutorials, tried out some methods for getting more geo. and found that just ctrl + d'ing to create divisions worked best. 

I tried doing it twice aaaaaand



HELL no. This was JUST for the barrel alone, doing it to the whole cannon spiked it up to around 100 mil! Wasn't happening. So I just upresed everything once.


Much better. Looked like this:




So FINALLY.... I got to work rusting it up. I found some references pictures and put them on a pureref board

About 4 hours later, here's how it came out:



So yeah. Staring to catch up, most of the way done with the rusting process, then into gamerez/UV's, then into substance, then finally into engine. (also the environment but tbh that's polish at this point).

So yeah. That's about it. See ya.





Wednesday, November 23, 2022

Week 12 - Common Art



VR Project - p5


This week we had to do a clean environment pass from our proxies. SO I got to work.
First I went through and deleted any unnecessary geometry before I up-rezzed. Gotta keep it efficient!

After that I got to work adding details, bevels, materials, and even cutting out holes/reworking certain things to fit better!

Here's how it came out:


I even did the UV's! Here's a few:



And here's how it looks in engine:



And finally here's some p4 shots for my professor (Hi Nick):




That's all. Thanks for reading.







Monday, November 21, 2022

Week 12 - 3D Art

 
The Cannon - p5

Yeah. I over scoped.

Usually there isn't much I gotta show beyond the cannon, but today... things are different.

So here's what I did.

First things first: my upres sucked. I took it into zbrush and it was a nightmare. Even after dynameshing to 6 million polygons it still wasn't working, and worseso I was DESTROYING the UV's. 


This wouldn't stand. I wasn't re-UV'ing this thing afterwards, and  it was still too choppy to properly start editing. So I got back into maya, and got to fixing.

I went back to my base cannon before I retypoligized and found errors quickly. I added some more curves and edge loops to support more consistent geometry. (this took 3 hours)

 

Better. this meant when I start subdividing, it'll come out more consistent for modeling.

However I was also running into another issue: My UV's and grouping sucked.



Yikes. 


I was organizing everything by class before (bolts, nuts, levers, pistons), and some of it worked, but some of it REALLY didn't for UV'ing (IE a big disk and the bolts for said back disk would not only be in separate groups, but also separate UV's. This doesn't work from a modeling perspective. 

So I got to work fixing it.

Some of it could be auto layout with minor adjustments, alot of it had to be manually adjusted.

SO... many hours later, it's organized:


I have no idea if this was necessary, but I did it.

finally I converted smooth mesh preview to polygons. Woo.



6.25 MILLION tri's later and it's finally ready for zbrush... again.

Rather disappointing week, and with this I'm finally behind :/ which means some part of my break is going to be sitting down and ironing this thing out for hours. Fun.

I brought it into Zbrush after maya was done crashing multiple times, subdivided until my cannon was 20 MILLION polies, and it still wasn't enough

But yeah, that's all for this week. Thanks for reading.
















Thursday, November 17, 2022

Week 11 - Common Art

 
Week 11 - Vr Project P4


This week we had to implement a character and an environment! So we got to work.

I was tasked with making the room bowser would exist in, so I grabbed a screenshot from paper mario for reference: 


Once I had a solid screenshot I got to work replicating the environment the best I could (accommodating for style differences of course). This week was simply proxy-ing everything out, so that's what I focused on.

Here's how it came out:


Things went really well actually! Using some clever grouping techniques I managed to get it done quicker then expected!

Here's how it looks in engine:




Here's my files in P4:




That's all for now. Thanks for reading.


Monday, November 14, 2022

Week 11 - 3D Art

 
Week 11 - Cannon Project P4


For this week we had to upres the model (either in maya or zbrush) then start to add details

I chose to upres in Maya using the convert smooth mesh preview to polygons method. I used a LOT of creasing and selecting, then combining and re-naming/grouping.

Then finally brought it all into Zbrush.

Here's how it came out:

Also here's the retopologies in maya:

Again, not the best progress this week. It's finally up-rezed and ready to have details added, but seeing how that's what I was supposed to do? Not the bets outlook.

Week 10 - Common Art

 
Week 10 - Vr Project p3


For week 10 we're doing the final pass on our project, so I'm making a final pass on my table.

Here's how it came out:

Final pass in maya. Cleaned up the geometry, added some side window indents


Here's its clean UV's


Then moved it into substance, added some nice textures and played with it till it looked nice. then baked out its tesxtures.



Finally I put everything into the unreal scene, imported textures, created the materials, and combined everything. I even used a texture/scrolling texture technique I've used in other projects!


Overall it came out nice. Wish a hurricane didn't happen on top of everything, but that's life.

Also here's P4 files


Thanks for reading.











Research Project

  Hardsurface / 3D Modeling Tutorial   Intro   Hi. I’m Christian Zwick, call me Zwick.        I am a 3d artist, specifically a ha...