Saturday 24 April 2021

3D Post Vehicle 3

 3D Post Vehicle 3

I spent time doing a second pass on the high res sculpt to get the medium detail to pop when the object is far away and here is the result:



















I wanted to have some scrapes and cuts here and there because this anchor thing has probably been dragged around alot along the ocean floor - fine level detail is added in Substance Painter:














I also tried adding a rope to the anchor, and adjusting some of the specular on the metal parts down more. I'm not full happy with the rope texture yet, or the design, but need to access how it will fit in the existing UE4 scene first. I also re-textured the wood to get rid of the glossiness. I think the adjustments to the textures on the anchor look better from my second texture pass:



Friday 23 April 2021

No Country Post

 No Country Post

I spent time making sure the audio was integrated in the experience to the highest level I could achieve in terms of mastering and making certain audio assets louder such as the CatDeath per Nick and Chris's request.



At the live presentation over Zoom I noticed that the team Nitin presented for the audio presented clear through my laptop, so for next summer semester I would like to understand how the audio came through clear when in the Oculus for our team, but it did not for any of the other three projects. Since I am heading up the audio for No Country, I think this is vitally important since Chris will eventually release these VR experiences through the conference he is attending in Santa Cruz from my understanding. We need to know how this will impact the experience, whether you are in the Oculus, or not.

I also worked on importing the bed sheet cloth simulation I created as a game res asset into the VR experience because the previous integration of the bed mesh with my new linen cover altered the collision but now there should be a new bed sheet in there as a separate object with its on complex collision.



Monday 19 April 2021

3D Post Vehicle 2

 3D Post Vehicle 2

Currently working on the sculpt for the anchor asset adding detail to the wood and metal




















Monday 5 April 2021

3D Art Post Vehicle Project

 3D Art Post Vehicle Project

For this week I created my initial proxy of the anchor for our Vehicle scene in UE4. I focused on the shape language and tried to exaggerate the different pieces in terms of stylization and used several references from the supplied Pur Ref plus online images:


 

I may decide to change the size of the Wood pieces at the cross section and include the metal brackets with studs that go around on each side from the shark anchor image. Here is the current model in Maya:





















Next I began work on the rope for the anchor which I will hopefully integrate with a spline in UE4. I modelled several cylinders, removed the outer faces, created the UVs on the small 4 part section so I could replicate that section twenty times and already have UVs on the mesh. Then I used a non-linear Twist deformer to create the rope like effect:





























Here the current meshes are in UE4 to establish the pipeline as I continue work on the high res:

















Lastly the current blueprint for the rope as I begin to create the spline for it:



Friday 2 April 2021

Common Art No Country

 Common Art No Country

This week I was able to adjust material colors in our VR experience to make it less grey tone throughout the experience. I did some basic material color adjustments to the different assets.











I also did some tech art and made the smoke much more prevalent per Nick's critique and adjusted the Initial Color inside the blueprint and raised one of the variables to make it more prominent and visible in the experience.














I also worked on creating higher res versions of the Lamp and Bed, and the then experimented with the new Zbrush 2021 cloth simulation to start creating bedding for the bed. I also did some work on the lighting to create a dresser light where the ammo will be, and a closet light inside the closet, but we are still working on lighting so I want to check with Roda and Desiree to make sure it is what will work in the scene before pushing those changes:















Outside of these contributions I am still refining audio and splitting different sounds out to create a more holistic experience. I was also able to speak with Rich Grula to gain some more insight about audio and how to implement it into new experiences.