Sunday, July 25, 2021

Mark 2: Week 2 (UV Layout, Map Bake, Texturing)

For this week I finished the retopo and map baking for the Mark 2 combat knife and began texturing. Texturing has mostly behe pen comprised of base material creation at this point. Trimary materials are steel, stacked leather (handle), and wood (pommel). The base material for the steel is pretty much complete, although slight iteration might still occur over the next couple weeks. The stacked leather base is mostly complete minus some generic wear/tear as well as some generic/global discoloration. The wooden pommel is still in its infancy and will likely change. I'm currently experimenting with some differently base texture options and have yet to incorporate any sort of generic weathering. Next week will involve completing the base materials and begin hand painting specific details based on reference choices. 



Friday, July 23, 2021

No Country: Sprint 5

For this sprint my focus was to complete textures for every asset that I'm responsible for. Every asset now has detailed textures in game, although I will spend the final 2 weeks fine tuning and polishing based on what we want/need. My assets include the shotgun, ammo, GPS Tracker, Walls/Floor, closet, door, cigarette pack, and phone. Additional specific duties that I will work on for the last 2 weeks will include making base boards for the walls and trying to do either photoshop or UE4 material manipulations on the dresser textures (asset pack textures) in order to help in fit our environment better.

Ammo

Cigarette Pack

Closet

Door

Walls/Floor

Phone

Shotgun

GPS Tracker



Sunday, July 18, 2021

Mark 2 (WWII): Week 1 (High Poly Modeling)

 This week I created the high poly model for the Mark 2, a World War II fixed blade combat knife. I split up the handle into small pieces in order replicate the look of the stacked leather it's made out of. I'll have to make a final determination on bevel size base on how that looks after I bake it down. Next week I'll complete the UV layout, bake, and should have time to begin texturing. My goal is to spend as much time on the texturing phase as possible.

 






Friday, July 9, 2021

Common Art: Sprint 4 and Lighting Practice

 Sprint 4

For this sprint my goal was to get textures on every asset that I'm responsible for. Every asset has textures on them and a pipeline established with UE4. Over the next 2 week my goal will be to bring the textures to completion and work on consolidating the look of the experience.

Cartridge


Cigarette Pack

Closet

Door

Walls/Floor

Phone

GPS Tracker

Shotgun

 

 Lighting Practice

For the lighting assignment, I worked on the piano bar for the Corpses Bride project. I mostly focused on changing the ambient lighting to make if dimmer and grungy feeling. I wanted the spot light on the piano to stand out more and to have some yellow color because I felt like a strong (and gross) yellow light would make it feel like a dive bar. I also increased the fog density to add to the contrast and grungy feel.






Monday, July 5, 2021

300 Blackout : Week 7 (Texturing)

 This week was the beginning of texturing for the 300 Blackout. My primary focus was creating base materials and decals for the weapon. Base material creation is centered around establishing basic color, roughness and metallic values, as well as general surface displacement and non-specific wear and tear. All of the detail variation I've done at this point is focused on procedural textures that can be applied across the weapon with minimal differentiation among individual pieces. Next week will focus more on specific wear and tear and hand painted details.

 

Week 1: Blockout

Week 2: High Poly modeling

Week 3: High Poly modeling

Week 4: Complete High Poly modeling

Week 5: Begin retopolizing

Week 6: Finish retopolizing, UV Layout, Bake

Week 7: Texturing

Week 8: Texturing and presentation

 

Decals