Monday, July 18, 2016

Astromus: Revisited in UE4

Been in talks with my DePaul Capstone Group about moving our project over to UE4.  Lots of my assets were really solid pieces and can be reused to continue. There will be revisited art, materials, the whole thing.  This past weekend I redid light maps on a few models and built a vista scene to view them.  For some assets, I applied Normal Map and AO.  I did a small pass of lighting that will be iterated upon until a proxy lighting is achieved.  For now, I 'll keep migrating and developing for this scene.


  

Saturday, July 16, 2016

First Industry job and new environment!

Been working at NetherRealms for 3 weeks and I haven't been able to write as much as I'd like. The first industry job isn't the dream but a step in the right direction.  This'll give me experience and allow me to work on more projects outside.

I've been amazed with UE4 and its Architect rendering.  Lots of cool projects were being made and I needed to add variety to my portfolio.  Here's what I've been doing for a couple hours each night. I'd usually shoot for two props and a lighting pass each day.  Recently UE4 4.10 was buggy and messed up my project, but I manually reset everything to a better vibe

Still more modeling to accomplish but let's leave some progress here

Sunday, June 26, 2016

June Polycount Challenge Prop

I have lots of time after graduation!  On top of a new job as a QA, I can take part in these challenges.  This is a prop done for the Polycount challenge

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Monday, June 13, 2016

Graduations and MEL Scripting Practice!

I'm a DePaul Blue Demon for life!!! I'm officially a graduate and I'm here in the real world!

I've been brushing up on MEL Scripting.  For kicks, I practiced creating buttons and having features attached to them.  It's a pretty demonic script, so have fun with it! :)

https://drive.google.com/file/d/0B44DJ2WM9WGMcFpiS0pfVlB4QXM/view?usp=sharing

Sunday, June 5, 2016

Vault Door: Breakdown sheet


We're about to wrap up the environment for Astromus.  For now I'm posting these small model sheets to high light my work and share my setup.  The vault door is one of my favorite props, so I'll start with this.  I could do away with less faces on the pipe on the floor and edges on the small pole beams.  

Wednesday, May 18, 2016

Astromus Props: Medical Bed


Back at it again with the Astromus Props!  This is a prop that has been in-game, but has no solid UV's and good texture maps to it.  Instead of using Substance Painter I used Quixel Suite 2.0.  I've developed a sensible workflow for the software using the folders made upon New Project.  I saw this model from start to finish and it's one of my favorite props in the game.  These renders were taken from inside of Quixel Suite 2.0.




Thursday, May 12, 2016

Astromus Prop: Ventilation Machine

In this game, there is a Gas Room that players must use to knockout an alien. I had dressed the room with pillars and a decor piece and special floors for my particle system.  However, the decor pieces looked bad and I made a Ventilation machine.  

This prop feels much better than the other one beforehand.  There's a vent material that is near the back end of the asset that is not shown in here.  It is set up in the Unity scene though but I choose to render with Substance Designer.   Time is my biggest enemy right now with a deadline on May 28th, which means I have to roll with this.  It's still a nice prop.