I was watching the debates and diving into Painter, so that wasn't a great idea. On the goodside, I'm listening to some bumpin tunes. I still made a good stride in the material milestone of this exercise. I added in a bunch of leaks, oils and grime. I'll let this simmer and tackle this again tomorrow.
Monday, September 26, 2016
Sunday, September 25, 2016
Wednesday, September 21, 2016
Tuesday, September 20, 2016
Monday, September 19, 2016
Saturday, September 17, 2016
Weathered Rock (No Maya Wayz!)
I've spent the past two weeks rumaging through ZBrush tutorial out there. While I was opening up a file, I saw an older rock texture that was pretty well done. Since it's been a year, I've went ahead and did a quick ZBrush and Substance action. I like how this pipeline cuts out Maya, and in the longrun, could make freelance more easier to join in.
Top image is Substance, bottom is ZBrush. The final polycount is about 5k, which is overkill but I'm not worried about that. My concern was getting comfortable with creating assets and not touching Maya.
Top image is Substance, bottom is ZBrush. The final polycount is about 5k, which is overkill but I'm not worried about that. My concern was getting comfortable with creating assets and not touching Maya.
Wednesday, September 14, 2016
Sunday, September 4, 2016
Compositing Exercise: FR
UPDATED 02: Here's the proxys!
Saturday, September 3, 2016
Mom! Whats this green stuff?
Commuting to Chicago via public transit is terrible. Somedays I'd leave the studio at 5:50 and wouldn't be home till 9:00. Getting to work took about 2 hours, with an overall day of commuting coming out to 20$. Gross. That's also solid reason I haven't been documenting my work this week. Fear not! There will be a car that I can use next week to get to work, cutting my commute down to an hour both ways.
I'm about to put a bow on this environment, but I discovered what Lighting Complexity is in UE4. It's main purpose is to show texel density for lightmaps across the world. A lot of my lightmaps were red and bad, so I spent the past two days cleaning up lightmaps. I"m also cutting back on excessive modularity pieces(the ceiling and floor are all ind 4x4 meshes, when I could just use a flat plane.)
I'm about to put a bow on this environment, but I discovered what Lighting Complexity is in UE4. It's main purpose is to show texel density for lightmaps across the world. A lot of my lightmaps were red and bad, so I spent the past two days cleaning up lightmaps. I"m also cutting back on excessive modularity pieces(the ceiling and floor are all ind 4x4 meshes, when I could just use a flat plane.)
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