Wednesday, May 11, 2016

Astromus Environment Props: Decor Pillar

At this stage in my Capstone Project, the bigger assets have been completed and can be iterated upon. One of the props see that you'll see in the environment is this DecorPillar.  This pillar was done with a combination of Quixel Suite and Substance Designer.  I really enjoy the functionality of Quixel Suite and nDo because of the ability to create normal details without a high poly. Combining Capstone with 3 other classes can suck up tons of time, and I needed to be smart.  A lot of details were done with the marquee tool and basic Photoshop patterns.  Currently, for art in this game, I can slow down a bit and iterate on work. I'll more likely tighten up the paint and metal separation with a sharpen mask in Substance.







Monday, May 9, 2016

Environment: Astromus [Capstone Project]


It feels like a waste of a day.  Working at Target really takes up my time that could be spent furthering myself.  I spent a couple hours trying to figure out an animation issue with the alien monster in-game. I solved 50% of it, but I feel the problem falls into the movement that is coded in the engine by the programmers. I'll see if they would like to discuss it and hopefully come up with a plan.

For tonight, I'll share some screenshots of the environment so far.  This week I hope to generate some images to get some feedback on Polycount about what to do to help spice it up.  We have until May 28th, so as much as I want to play Uncharterd, Doom, Overwatch, I need to get on my grind.

Lighting work was also done by Hector Medina, and a tiny fraction of myself.


Saturday, May 7, 2016

I'm here! Don't you worry!

I've been incredibly busy and I'm sorry for the lack of updates! I've been putting my energy and focus on my Capstone Project at DePaul and pushing myself into new places for 3D.  We're reaching a state where art has slowed down and I'll hopefully be able to keep up to date on here more often now.

My goals for today:
-Today, I've set out to complete a walk-cycle animation cycle.  It's based of the movie MAMA and her body movements.  
-I'll have to head out to work for today, where I'll sit down and do some sketches on my breaks. 
-When I come home tonight at ~11:30 p.m, I'll get my Twitch Stream of my ZBrush sculpt up for people to watch and also observe myself.  

For now, here are some concepts I've made for the capstone game I'm working on!



Saturday, October 10, 2015

Borderlands Art Test

I've been busy with classes, but I've gotten some time to practice some new things.  I decided to take a crack at the art style for Borderlands and creating tillable textures in ZBrush.



Wednesday, August 19, 2015

Last of Us Environment update



I started doing more with some foilage and correcting my modular building pieces.  I understand now that you need to have everything 100% lined up.  If one piece is altered, the entire set can change, and that takes up time.  I never bothered making foliage in Maya, but I understand now how difficult it can be versus 3DS Max's tools.  Lucky enough, I got my grass patches and a test ivy in.

Monday, August 10, 2015

Last of us environment

I recently bought a DVD series by the Gnoman Workshop on Environment Modeling.  Lately, I've been focusing a lot on using UE4's BSPs, but this DVD is showing me a lot of cool Maya tools and techniques.  This is going to be based off the concept art piece, "Respite" by Logan Feliciano.

You can see his Artstation here: Logan Feliciano

Tuesday, August 4, 2015

Always Learning with this Monster

So I ran into a problem this past week with my monster.  I couldn't unwrap the back shell, and my normals were terrible

After 3-4 hours this past night, I came up with a solution.  I moved back into zBrush, and projected the highpoly details onto my new topologized and UV'd mesh.  Just a bit more cleaning up in the sculpt, and then PolyPaint time!

I am still completely blown away by the power of zBrush 4r6.  This could've been a nightmare, but I figured it out!