Monday, March 20, 2017

Monday, March 6, 2017

3D Class S2 Class 08 Organic Bust Project (Textures, Materials and UE4 Display)

This was our final week working on the Organic Bust sculpture. For this final turn in, we had texture our models and import them into Unreal.

After doing a bit of cleaning up on my UVs and rebaking my high res texture, I started texturing the bust

And here are my renders from Substance of the finished textures

Then I imported the model and textures into Unreal and created materials

And here is the final piece in engine

Monday, February 27, 2017

3D Class S2 Class 07 Organic Bust Project (Game Res Mesh Texture Bake)

This week we had to resurface our organic sculpts and bake high resolution maps onto the low resolution models

First I did a bit more sculpting in Zbrush based on the comments I got last week, and to put more detail into the hair

Then I created my resurfaced model in Maya

(If you think resurfacing the hair did not take a very, very, very long time, you are wrong)

Then I UVed everything and took it into Substance for baking

Tuesday, February 21, 2017

3D Class S2 Class 06 Organic Bust Project (Adding Hard Surface Element)

This week, we had to continue the sculpt of our organic sculpt and we had to add a hard surface element to the bust.

As a reminder, here is the sculpture I am replicating

It's by JoynerStudio

First, I went to Maya to model my hard surface base

I brought it into ZBrush for subdivisions

Then I continued sculpting the bust itself

Monday, February 13, 2017

3D Class S2 Class 05 Organic Bust Project (High Resolution Modeling Stage)

This week, we started the next four week project, which is modeling an organic sculpt. This is the image I chose to replicate:

Using that picture as reference, I went and sculpted in Zbrush, trying to get as close to the original as possible. 

Here is my final sculpt

Monday, February 6, 2017

3D Class S2 Class 04 Hard Surface Modeling Project (Substance Painter Section)

This time, we had to take our modeled guns from last week and resurface and texture them.

First I took mine into ZBrush to fiddle with the shape a bit, especially around the handle and "barrel" tip areas

Then I took the decimated high poly model into Maya for resurfacing

Then I went into Substance to bake the normals of the high poly version onto the low poly version

Finally I textured

I used an emissive for the laser energy

And here's the final composited image

Monday, January 30, 2017

3D Class S2 Class 03 Hard Surface Modeling Project (High res Section)

Our assignment this week was to continue hard surface modeling with a more complex object. We were to pick a gun for reference and model it using Fusion 360, Maya, Zbrush, or any combination of the three.

 This is the gun I decided to model.
Because I enjoyed it so much from last time and wanted to test what I'd learned, I decided to do the whole thing in Fusion 360 exclusively.

Here is the finished model in Fusion

Then I exported it into ZBrush for rendering

This is the final high res model