Tuesday, 22 June 2021

Common Art - Sprint #4

Common Art - Sprint #4





Sprint #4 - Audio asset adjustments:

Gun Load sounds good, nice and strong

Lamp Switch might need to boost this if the new Quiet Ambient track is louder = DONE

Quiet Ambient need to revise this track, have car sounds in back louder = DONE

Gun Shot also sounds good works well in Oculus

Phone Ring good balance and position

Pneumatic may need to adjust based on gameplay = DONE

Common Art - Sprint #3

 Common Art - Sprint #3










Sprint #3 - June 25 - Nightstand game res / UVs + textures (audio see below)

For this week my tasks I worked on the Nightstand game res / UVs and textures. I created some dust and stains on the surface because people have been putting items on it for a long time. I wanted to add some water stains like someone left their iced beverage on it without a coaster, because they wouldn't really care about the nightstand, or they are having some alcoholic beverages and forget, the hotel is old and not kept up very well. I was able to get some marks and the cup water stains just faint enough using duplicate overlay layers:



























Sprint #3 - Audio: For the audio this week I needed to adjust the following:

Anton Threat track needs 5 seconds or so of ambient noise for Cat Death to play out = DONE

Dial Tone level of decibels could be bumped up 5% = DONE

Front Desk remove '5 Minutes' words etc to make sense in VR experience = DONE

Cat Death needs Meow at beginning cranked up 25% also hissing cranked up 25% = DONE

Ring Tone sounds good, nice and clear and panning angle feels good

Gun Cock also sounds good, nice balance



Sunday, 20 June 2021

3D Art - Grenade Block Out

 3D Art - Grenade Block Out

For this first week I gathered some reference images and a 2D concept created by artist Sabrina Weeks for a type of sci fi grenade. My goal is to show I can be given a concept from an artist in 2D form and then create that object in 3D. I haven't made all of the decisions yet in terms of the final realization and its textures, but I do like the original 2D design of the handle of the grenade on the far right:













Here is my block-out in Maya:











































Here are some reference I gathered for texturing ideas. I haven't made set in stone decisions yet, because I am hoping as I get into texturing I can see what looks best and which direction to head towards will become more apparent once I'm actually applying the textures:





Thursday, 10 June 2021

Common Art - Sprint #2

 Common Art - Sprint #2

Sprint #2 - June 11 - Rack game res / UVs + textures (audio see below)

For this week my tasks were to listen to remaining audio in VR and complete the Rack game res / UVs and textures. I was able to achieve an old hotel vibe with the Rack, making sure to have dust, wear and making the wood look more aged because people have been putting their suitcases and items on it for a long time, plus it gets beat up occasionally when the underpaid cleaning staff fold it up and through it in the closet so they can vacuum under it. Overall I think it hits the mark for our purposes and with how it came out, it will be a visible hero asset near the door which is a primary focal point of our scene:



























I was also able to work with Chris and Nick to fix the lamp shade emissive issues. First the textures were adjusted in Substance and I needed to export with UE4 packed to get the correct type of emissive texture. Then we created a material instance in order to adjust the quality of the light in the scene. The last step Chris pointed out was to adjust the roughness to match the specular quality of the movie reference image I am using:





























Sprint #2 - Audio: this sprint I will get in VR and take the following notes for audio assets 7 - 12:

Gun Load sounds good, nice and strong

Lamp Switch might need to boost this if the new Quiet Ambient track is louder

Quiet Ambient need to revise this track, have car sounds in back louder, make changes etc

Gun Shot also sounds good works well in Oculus

Phone Ring good balance and position

Pneumatic may need to adjust based on gameplay, check how this works with Manny

Sunday, 6 June 2021

3D Art - Hatchet - Week 3

 3D Art - Hatchet - Week 3

For this week I wanted to get my initial bake and base texturing done. I plan to add surface detail like dust etc on my next texture pass. I wanted to make sure if I need to revise anything in the meshes before moving onto that level since it will affect edges etc. So for there a few areas that need attention but I'm feeling confident about how the textures will match my reference. I also need to address the inside inner lower part of the blade, because in the reference there are pretty detailed lines in terms of how the metal was cut or created at the factory:



























Reference image:



Monday, 31 May 2021

3D Art - Hatchet - Week 2

 3D Art - Hatchet - Week 2

For this sprint I wanted to get the hatchet into Substance Painter with a first bake. I'm at around 7K-8K tris so I have some wiggle room in case I want to change something or add more geo in certain areas after I test the bake out:





















I-ray render of mesh in Substance Painter:



Monday, 24 May 2021

3D Art Hatchet - Week 1

 3D Art Hatchet - Week 1

5/28 Reference images & proxy block-out
6/4 Game Res & UVs
6/11 High Res & Texture
6/18 Final texture & Lighting display

To begin I gathered reference for the military hatchet I want to create:



And I also started a proxy and moved to constructing topology for the blade the most difficult part: