Monday, October 25, 2021

Personal Development Update: 3

Since my last personal development update I completed my art test for Vertex Solutions and accepted a job offer from them. I'm continuing to chip away at modeling the Kaneda motorcycle as a portfolio piece. Currently I'm focusing on the seat and how it connects to the main chassis of the bike. As far as Blender goes, I've completed most of the tutorials I wanted to get through as far as learning the modeling tools. I feel pretty competent in the software as a whole but the snapping and pivot system still feels odd and sluggish to me. I'm considering picking another small piece to model in Blender so that I can get more comfortable with it. I'm continuing to watch Simon Fuch's modeling tutorial in Blender to see if I can pick up on any more work flow tips.




 

 







 


Monday, October 4, 2021

Personal Development Update: 2

Last week I was offered to do an art test and interview with a Mil Sim company called Vertex Solutions. Currently, my primary focus is finishing up making a suppressor for the art test. I've also been slowly chipping away at the Kaneda bike model as well as Blender tutorials. I don't have much to show on the Blender side of things but I've made a lot of progress. I finished the entire Flipped Normals intro to Blender tutorial and now I'm watching Simon Fuch's tutorial on modeling a drone in Blender. I've spent a lot of my time remapping hotkeys and customizing the UI to prepare for an efficient future workflow.

 B&T Suppressor Progress


Kaneda Bike

Blender Tutorial




Monday, September 6, 2021

Peronsal Development Update: 1

For my personal development work I'm currently working on a personal rendition of Kaneda's motorcycle from the movie Akira. At this point I have completed a blockout for the bike and I've begun high poly modeling the tires.

In addition, I'm working my way through tutorials for learning Blender. I'm currently using a tutorial I purchased from FlippedNormals.com and focusing on learning the basic tools and remapping hot keys to personalize the configuration. 

Finally, I've applied for a hard surface modeling position for a company called Osso VR that makes VR training simulations for medical procedures. I've had one interview and they said they were going to recommend me for moving on to the next interview round.








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