Monday, March 22, 2021

Gill Retopo and First Bake: Week 3

 My first bake was reasonably successful but I need to make some adjustments to get the polycount a little lower before texturing. Currently I'm sitting around 17.5k triangles. The face and fin are pretty dense so I'm going to try to reduce them without losing too much detail.









Saturday, March 20, 2021

No Country For Old Men: Sprint 5

 
 For this sprint I worked on retopologizing the shotgun and getting maps baked for texturing later. These renders show the final game model and topology at a polycount of 10.2k triangles. The textures are just smart material place holders and do not represent what the final game textures will look like. Moving forward I'll be focusing on high resolution meshing for the rest of our proxy models. We will be doing all the Up-Res'ing for everything prior to retopologizing. Models will be decimated down to game res polycounts and then replace the original proxies so that we have our second art iteration in game.
 
 







Tuesday, March 9, 2021

VR Sprint #4

 For this sprint my main tasks were 1) finishing proxy meshes needed for our experience, 2) applying materials to everything in our scene, and 3) completing the high res mesh for our shotgun. I completed a proxy for the gps tracker while Jacob handled the rest of the proxies so that I could focus more time on the shotgun and create the materials. The shotgun is complete as well as our proxy meshes.











Monday, March 8, 2021

Gill Character Project: Week 1 (High Poly Modeling)

 Maya blockout and scale setup

 Blockout added to ZBrush
 

ZBrush references setup
 

Primary forms and proportions are sculpted


Character moved into T Pose



Started sculpting secondary shapes