Monday, March 29, 2021
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.
Sunday, March 14, 2021
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
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