For this next project I'll be jumping into 2117 to recreate a Catapult from Battle Tech with one trim and and Atlas!
So far, I've been laying out my trim, trying to figure out to properly understand the process of creating multiple options on one plane
I used a test shape to see how complicated direction changes would work
Wire Frame
and heres a test of the hip joint to see how using the different normals of the largest sections
and wire frame
Peter Wano's Fiea Art Blog
Monday, July 23, 2018
Monday, June 11, 2018
SharpGF-767 Boombox
For this next project I wanted to tackle something a little more condensed in scope, and instead of making multiple items, just focusing on one piece to flush out to completion. I decided to to create the SharpGF-767, a boombox to push small detailing and baking. I want to see how far I can push my prop creation skills, and I figured a nice background item like this could fair well.
Luckily I was able to find an great break down of the model online, with correct measurements and easily readable visuals for shape planning.
during texturing i'll focus on making this look "loved" and worn. I may also take influence from one of my favorite artists, Mac Blackout, and possibly do something with a little more personality
Month Breakdown
1st Week:
Highpoly blockout in Maya
2nd Week:
Final for highpoly
Start of low
3rd Week:
Finish low
start bakes
4th Week:
textures and final presentation
Progress of final render, hit the total of 2300 tries for this project!
Luckily I was able to find an great break down of the model online, with correct measurements and easily readable visuals for shape planning.
during texturing i'll focus on making this look "loved" and worn. I may also take influence from one of my favorite artists, Mac Blackout, and possibly do something with a little more personality
Month Breakdown
1st Week:
Highpoly blockout in Maya
2nd Week:
Final for highpoly
Start of low
3rd Week:
Finish low
start bakes
4th Week:
textures and final presentation
Progress of final render, hit the total of 2300 tries for this project!
Wednesday, May 16, 2018
Scrooges Vault
Scrooge’s Money Bin
For this project I’m going to be tackling Scrooge McDuck’s money bin from the show DuckTales. I’ve been doing alot of realistic PBR pipeline work lately, and I wanted to try my hand at something a little more stylized for this next environment project. I’ll be crafting it from reference generated from the 80’s version of the cartoon. Through other research as well I found a blueprint of Scrooge’s vault authored by one of the original comic artist at Disney.
I’ll only be using it for the money bin portion though for proportions.
To accompish this piece, I’ll need:
For the Bin itself:
X1 Long Wall
X1 Short Wall
X1 Large support frame
X1 Short support frame
X1 Long molding
X1 Short molding
X1 Pillar
X1 Vault door and Frame
X1 lightswitch
X1 hat rack
X1 light fixture
X1 precipice
X1 ladder
X3 gold terrain pieces.
For props:
X1 Treasure chest
X1 shovel
X1 wheelbarrow
X1 money stack
X1 safe
X1 money sack
X3 gems
X1 vase
X1 lockbox
X1 depth gauge
Materials:
X2 tileable gold coin texture
X1 tileable wall texture
This will also be an exercise in dynamic lighting in UE4, and will take influence from Fortnite for the way the light interacts with the objects.
My color pallet will be taken from this image
Ill attempt to gain most of the color blending from the reflectivity of the metal on the gold and the spec of the walls.
WEEKLY BREAKDOWN:
Week one:
Blockout of space with proportions in Maya
Rough blockout of objects/props
Setting up scene in UE4
Week two:
Coin and wall creation in substance designer
Firstpass lighting
Start highpoly and materials on props
X1 Treasure chest
X1 shovel
X1 wheelbarrow
X1 money stack
X1 safe
Week three:
Start to polish lighting
Finish highpoly for project as a whole
Start highpoly and materials on props
X1 money sack
X3 gems
X1 vase
X1 lockbox
X1 depth gauge
Begin setdressing
Week four:
Have lighting done for renders
Finish up material work
Finish set dressing
Current Progress so far
Half of my objects are baked and ready for mats
some in progress shots
assets in level and fully blocked out and semi lit scene, with tilable money texture!
PROGRESS SO FAR!
Final Post!
So here's where I ended up getting with my project, I ended up doubling every asset item and creating more treasure chests and lock boxes than I needed. and scratched things that weren't going to be seen, like light fixtures. Overall I'm pretty happy with the way it turned out, and enjoyed the diving into dynamic lighting!
Asset Layout
For this project I’m going to be tackling Scrooge McDuck’s money bin from the show DuckTales. I’ve been doing alot of realistic PBR pipeline work lately, and I wanted to try my hand at something a little more stylized for this next environment project. I’ll be crafting it from reference generated from the 80’s version of the cartoon. Through other research as well I found a blueprint of Scrooge’s vault authored by one of the original comic artist at Disney.
I’ll only be using it for the money bin portion though for proportions.
To accompish this piece, I’ll need:
For the Bin itself:
X1 Long Wall
X1 Short Wall
X1 Large support frame
X1 Short support frame
X1 Long molding
X1 Short molding
X1 Pillar
X1 Vault door and Frame
X1 lightswitch
X1 hat rack
X1 light fixture
X1 precipice
X1 ladder
X3 gold terrain pieces.
For props:
X1 Treasure chest
X1 shovel
X1 wheelbarrow
X1 money stack
X1 safe
X1 money sack
X3 gems
X1 vase
X1 lockbox
X1 depth gauge
Materials:
X2 tileable gold coin texture
X1 tileable wall texture
This will also be an exercise in dynamic lighting in UE4, and will take influence from Fortnite for the way the light interacts with the objects.
My color pallet will be taken from this image
Ill attempt to gain most of the color blending from the reflectivity of the metal on the gold and the spec of the walls.
WEEKLY BREAKDOWN:
Week one:
Blockout of space with proportions in Maya
Rough blockout of objects/props
Setting up scene in UE4
Week two:
Coin and wall creation in substance designer
Firstpass lighting
Start highpoly and materials on props
X1 Treasure chest
X1 shovel
X1 wheelbarrow
X1 money stack
X1 safe
Week three:
Start to polish lighting
Finish highpoly for project as a whole
Start highpoly and materials on props
X1 money sack
X3 gems
X1 vase
X1 lockbox
X1 depth gauge
Begin setdressing
Week four:
Have lighting done for renders
Finish up material work
Finish set dressing
Current Progress so far
Half of my objects are baked and ready for mats
some in progress shots
assets in level and fully blocked out and semi lit scene, with tilable money texture!
PROGRESS SO FAR!
Final Post!
So here's where I ended up getting with my project, I ended up doubling every asset item and creating more treasure chests and lock boxes than I needed. and scratched things that weren't going to be seen, like light fixtures. Overall I'm pretty happy with the way it turned out, and enjoyed the diving into dynamic lighting!
Asset Layout
Monday, April 30, 2018
Monday, April 2, 2018
Monday, February 19, 2018
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