This week I worked closely with Anthony on Pascal's color change blueprint and incorporating that with the pawn that has our animation state machines. I also did a lot of debugging and playtesting.
Monday, February 28, 2022
Nerf Gun (Week 4) - Final Materials/Textures & Lighting/Rendering
This week I had to go back to my high-res to round out edges in ZBrush. By using polygroups I creased edges based on normals then subdivided, dynameshed, and polished.
I didn't get to accomplish everything I wanted such as the Nerf Logos, using booleans to get screws, and detailing along the sides for the high-res. I also went back to do my UVs by hand. Unfortunately, I ran out of time to lay them out properly.
Then I did the materials and textures in Substance Painter. I found out that I should've used polygroups to assign IDs to my materials. I used the low poly to ID which resulted with scuffed bakes.
Monday, February 21, 2022
Nerf Gun (Week 3) - Game Res, UVs, First Bake
This week was finishing game res, UVs, and doing first bake. I'm pretty satisfied with how my game res turned out. I still have a little bit more room to add more detail like bevels since I have an extra 3k tris to use (target is 15k). I ran out of time to do UVs, so I temporarily auto UV'd which led to some scuffed bakes.
Wednesday, February 16, 2022
Tangled VR (Sprint 3)
Monday, February 14, 2022
Monday, February 7, 2022
Nerf Gun (Week 1) - Proxy & Starting High-Res
This week we started the Nerf Gun project. I began by blocking out my mesh with basic shapes. As I got more into it, I separated individual parts to make modeling easier. After that, I began to start doing details and going into higher-res, starting with the gun's slide.
Wednesday, February 2, 2022
Tangled VR (Sprint 2)
This sprint was crunching to get all mechanical functions working in our experience. I did less 3D modeling in order to help Tech Artists debug and playtest. However, based on last critique I re-textured the castle to be more visible. Updated the player boat to have bows, oar locks, and a lamp hanging from it. Lastly, I updated materials and applied them to the proxy models from last sprint.
Basic Material Applied |
Scene w/ Lighting & Post Process |
Updated Castle Texture |
Updated Boat Mesh |
Boat Mesh Wireframe |