Here is my finished beach scene
Tiffany Brodie FIEA Art Blog
Wednesday, August 2, 2017
Monday, July 24, 2017
3D Class S3 Portfolio Project 3 Progress
This is my halfway progress for our last project of the semester
Here is the image I'm trying to recreate in 3D
I wanted to focus on using modular pieces and seeing how few unique assets I could make to make this scene work. Here are the five major assets that I've created with Maya and Zbrush
And here are the low poly wireframes
Here are the two assets that I've completed the textures for. In the scene I'm making use of material instances and variations of these textures to get the most out of the work
And here is the water material I created in UE4
And here is where I am so far
What's left: Create foliage, work on lighting and god rays, continue creating textures and instances, finish applying textures and building the scene, create stretch assets if I have time
Saturday, July 22, 2017
Research Project
I decided to focus on learning Marvelous Designer as my
research component for this semester. As an environment artist I was interested
in making realistic cloth assets for things like interior scenes. I decided to
use it to help in the creation of a bed and curtains for an interior young girl’s
room scene I’d been working on in UE4.
The first thing I
noticed about the program was how similar to real life sewing it is. If anyone
has a background in sewing, then they’d be able to pick up Marvelous really
fast. I only had a rudimentary knowledge of some sewing basics, but even that
helped me out.
I started with the bedsheet, which I figured would be the
easiest thing to start with. I was right. Creating a bed sheet can be as simple
as importing a bedframe or mattress model into Marvelous as your avatar, making
a square, and running the simulation. Bam. Sheet done.
Bed frame and mattress proxy avatar
Sheet
Of course you can then play with the thickness and
material settings to get it to look exactly how you want. I also pulled at
random parts while the simulation was running to give it a rumpled, slept-in
look to make it a bit more realistic. Be careful if you use a proxy bed frame like I did. If your finished bed has very different geometry than your proxy, the curves and angles in your cloth won't match up and you'll have to do all of your cloth simulation over again.
Then I had to retopologize. And so will you. Meshes straight out of Marvelous will have hella high polycounts, so retopoing is a must. I did some research into different ways to retopo Marvelous meshes, and had a bit of trial and error. Here's a link to the tutorial I tried to follow for my sheet
The abridged version goes a bit like this: Export your simulated cloth, also export your cloth but in a 2D pattern form, take the 2D pattern into Zbrush and use Zremesher to get a lower polycount. Then import all three versions into Maya and use the transfer attributes tool to transfer the Zremeshed topology onto the simulated cloth's shape.
This method does technically work, but it has some drawbacks. This method will give you a very even amount of topology all throughout your mesh, meaning some parts may have too many polys while others may have too little.
Using the method will depend on your poly budget and whether or not you're willing to spend extra time after this to go into Maya and edit your Zremesh-ed model to put in or take out extra polys where necessary.
For me, I just wasn't able to get a good mesh with this method. In the end I just Zremeshed the simulated cloth version. From that I was able to get my sheet down from 171k...
Using the method will depend on your poly budget and whether or not you're willing to spend extra time after this to go into Maya and edit your Zremesh-ed model to put in or take out extra polys where necessary.
For me, I just wasn't able to get a good mesh with this method. In the end I just Zremeshed the simulated cloth version. From that I was able to get my sheet down from 171k...
To about 9k
This was still too expensive for my tastes, but it did make a lovely bake in Substance Designer
My take away for Marvelous Designer is this: As simple as the program itself may be, and how quick it can be to make good looking cloth, don't let that lure you into a false sense of security. Do not forget that retopo awaits you...
Anywho, here's my bake!
I'd added textures in Marvelous, but honestly with the weird way Marvelous does UVs, it's better to just do it in Substance Painter. So here is the comforter with its textures.
Along with the sheet and comforter, I also used Marvelous to create a set of pillows and some curtains for my scene. And here is the fully finished bed with final assets
And here is a shot from the final scene.
For more shots feel free to check out my full final turn in post here
Final thoughts about Marvelous Designer: it's a lot less intimidating than it seems, but leave plenty of time for retopo.
Tuesday, July 11, 2017
3D Class S3 Portfolio Project 3 Plan Phase
For this semester's final project, I wanted to choose an outdoor environment that makes use of some sort of architecture. Considering that and the time constraints, I've chosen to model this scene
Sunday, July 9, 2017
3D Class S3 Portfolio Project 2 Final
Here is my newly updated Bedroom scene with the finished bed
I especially focused on the comforter going from every step from marvelous to in engine
Here is the mesh Marvelous gave me. It was about 1 million tris.
And the completed version with redone textures
And here is it with the bake and textures from Substance Painter
I especially focused on the comforter going from every step from marvelous to in engine
Here is the mesh Marvelous gave me. It was about 1 million tris.
So I tried a bunch of different methods to retopologize it, but in the end what worked best for me was just doing it by hand with the quad draw tool in Maya. With this, I got it down to abotu 1,700 tris
And here is the lovely bake in Substance Painter
And the completed version with redone textures
I also finished off my headboard by first sculpting in Zbrush
Then I took it to Maya for retopo
And here is the full bed boxspring headboard thingy
And here is it with the bake and textures from Substance Painter
And here is the whole thing put together in UE4
Sunday, June 25, 2017
3D Class S3 Portfolio Project 2 Progress
Here is my halfway progress report for my second personal project
While learning Marvelous Designer, I was able to create the sheet, comforter, and pillows for my bed. Here are the high res versions imported into Maya
Here is the reference I decided to base the headboard for my bed on
And here is the work I've done so far on the headboard and boxspring. I will need to bring this base headboard into ZBrush for sculpting
I also began some work on retopologizing my marvelous meshes. I had to go through a lot of trial and error and am still working things out in this area, but I did manage to get a nice bake of my sheet. For reference, the original was over 171k polys and I got it down to 9k
I also created my curtains. I started with long ones, but when I was done and had put it into my scene, it felt too "heavy"
So I went back to Marvelous and edited it into short curtains which look much nicer
And here is the bed imported into my room scene from my last project
And with the curtains
Here is the work that I still have left to do:
Sculpt the headboard
Create low res versions of my marvelous meshes
Create the texture for the boxspring
Create more widows for the room
Work on the scene's lighting
Stretch goals:
Create a dresser
Create framed pictures for the walls
Create a canopy
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