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:



























































































Tuesday 18 May 2021

Common Post - No Country Sprint Schedule

 Common Post - No Country Spring Schedule


To expedite our VR experience for No Country we are breaking down the assets that need to be complete by July 9th 2021. For the first sprint I will be coming up with a timeline schedule to complete the assets I am responsible for. The items in our VR experience I am responsible for are as follows:

Audio Asset: sprint #1 & #2 goals will be assessing sound quality inside Oculus and taking notes. Since the audio assets are further along, I plan to make a final pass on those after completing the 3D assets. My goal with the audio assets is to doing any final vocal recording edits during sprint #3 & #4, and to have all assets finalized by sprint #5 and in engine.

Lamp & Rack: Sprint #1 & #2 goals include High Res, Game Res, UVs and first texture pass. Nightstand & Dresser: Sprint #3 & #4 goals include High Res, Game Res, UVs and first texture pass. Sprint #5 will create time to work on finalizing Audio and final 3D texture adjustments for the Art Lock. Sprint #6 will be a final look at Lighting / Display.

My 3D Assets are as follows:

Lamp - Rack - Nightstand - Dresser

My Audio Assets are as follows:

Anton Threat - Dial Tone - Front Desk - Cat Death - Ring Tone - Gun Cock
Gun Load - Lamp Switch - Quiet Ambient - Gun Shot - Phone Ring - Pneumatic



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Sprint #1 - May 28 - Lamp game res / UVs + textures (audio see below) - Current Engine State:















Sprint #1 - Lamp

I worked diligently on the Lamp Textures for this week, including extensive work on the lamp shade which proved to be the most difficult. Nick showed me a way to use an emissive channel in Substance to get the light quality of the shade color to have more of a glow, and then I used lines to create a soft grey shadows where the edges etc would be within the shade. Chris mentioned a way to create surface scattering in UE4 so I will ask him more about that next week. Here is my current texture pass for the lamp which I feel I was able to accomplish a lot and get the wood to have that dusty sort of wear of water roughness and the metal pieces to have some disintegrated qualities:



















































Sprint #1 - Audio: For the audio this week I was able to get with Manny and check levels in the Occulus and take the following notes for audio assets 1 - 6:

- Anton Threat track needs 5 seconds or so of ambient noise to allow the Cat Death to play out.

- Dial Tone level of decibels could be bumped up 5%

- Front Desk voice will need editing to remove '5 Minutes' words etc to make sense in VR experience

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

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

- Gun Cock also sounds good, nice balance


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

















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

Gun Load Lamp Switch - Quiet Ambient - Gun Shot - Phone Ring - Pneumatic -


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


Sprint #4 Audio: edit vocal tracks for audio 1-6 and make adjustments


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Sprint #4 - July 09 - Dresser game res / UVs + textures (audio see below) - Current Engine State:


















Sprint #4 Audio: edit vocal tracks for audio 7-12 and make adjustments


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Sprint #5 - July 23 - Final Audio & Textures - ART LOCK - Current Engine State: (see images above)


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Sprint #6 - Aug 3 - Final Display / Check Lighting - Current Engine State: (see images above)

Monday 17 May 2021

3D Art Portfolio - Week 1

 3D Art Portfolio - Week 1

Schedule Breakdown:

Week 1: Proxy block-out, Game Res & Upres models

Week 2: High Res model & UVs

Week 3: Texturing

Week 4: Lighting Display & Final Renders

I decided since I would like to go into military simulation that creating a tactical hatchet would be great to build off my previous experience making the tactical knife. Here are the reference images I showed in class to decide which concept might be best for my first portfolio project:


























It was decided in class with Nick that the third and last image would be best for this portfolio project. The overall design and shape is strong with different surfaces to deal with in terms of texturing.

The next step Nick suggested would be to find other reference images that showcase the hatchet as a product with a better background and lighting display. Here are several reference ideas for that: