Monday, December 6, 2021

VR Environment (Week 7)


This week I finished sculpting and texturing the torii gate, steps, and lamps. All of my textures have been polished and finalized. I changed the skysphere back to Unreal's because I didn't like the one I made. I pushed the textures on my mountains based on last week's feedback. There's still a lot of things I didn't get a chance to polish such as adding: snow meshes, a moon texture, particle effects, and polishing the grabbable object. These are the things, on top of new critique that I hope to finish by industry review.



Thursday, December 2, 2021

Tangled VR (Week 6-7)

 

Ship & Lanterns

This is the final week of proxy leveling! All of the assets have been placed in the scene with placeholders or proxy models. Placeholder files have also been made and organized in our project directory. Based on critique, I textured the castle's silhouette to show a little bit more detail. I also applied some materials to separate values from the ship's wood and sails. I also learned Maya's MASH to make a volumetric group of lanterns as a placeholder for the particle system and placed them accordingly within our scene.

Castle Texture

Boat

Lanterns

Flowers


Monday, November 29, 2021

VR Environment (Week 6)


This week we made mountains and a skysphere in Unreal. For the mountains, we used World Machine to generate them, then I brought it into Substance to bake and texture. I iterated my skysphere textures 14 times to finally get a stylized look I was satisfied with. Based on last week's critique, I removed the small grass because they were too small to add any signifiance to the scene and I up-scaled the fox statue to be twice as big than before.

Skysphere
Mountains

Monday, November 22, 2021

VR Environment (Week 5)



This week I revisited my sculpt to add more details and push for Orb's style as much as I could. I'm still not quite satisfied with it, but I understand that it's part of the learning process.After I baked and textured using Substance, I then brought it into Unreal and applied a pulsing effect for the emissive glow with Wilson Liu's handy-dandy blueprint maths.





Texture Maps




Thursday, November 18, 2021

Tangled VR (Week 5)

This week I sculpted and retopologized Pascal's proxy model for game-res. I started in ZBrush to block out Pascal's primary form, then imported him into Maya to resurface using quad-draw. I learned that resurfacing requires problem solving to make sure edge flow is always consistent and to include more divisions around areas where he will bend for animation. Aside from modeling, I helped ensure style consistency throughout each individual slide.






Monday, November 15, 2021

VR Environment (Week 4)

This week, I sculpted the hi-res hero asset for my environment in ZBrush. The asset is a statue of a fox. I'm satisfied with the basic form/shape, but I still need to give more time and attention to the detailing. I decimated the sculpt in order to put it in UE4 to test scale and readability. I notice the details need to be more accentuated in order to notice them through my lighting.

Sculpt in Engine (Shot 1)

Sculpt in Engine (Shot 2)

Thursday, November 11, 2021

Tangled: Art Style Guide (Cont'd - Week 4)

 


Based on our last feedback, we changed the typeface of our body text to something less bold. Adjusted layout by the text to the top left corner to allow room for larger images. We included a Table of Contents to sort through out presentation quicker and added more color swatches to the slides.

In terms of content, we shifted our story to be more centered on the player. For interactivity, Pascal is the main interactor. We removed Rapunzel and Flynn to compensate scope. This week was the start of VR testing and going into engine with proxys.