Perforce Proof
Final Environment Project Schedule
Week 3 Progress
Unreal Pathtracing Render
High Res
UV Map
Reference
Week 2 Progress
Unreal Pathtracing Render
ZBrush
Door Wireframe
Current Tri-Count: 36,280
Reference
Week 1 Progress
Unreal
Path Tracing Render
Maya
Wireframe over reference
Reference
Asset Breakdown
- Door
- Latches
- Identical ones on very top and bottom
- 8 latches on top of DOOR door (4 on left side and 4 on right)
- Layers of door
- Simple squares with creases
- Very complex design (draw and extrude)
- Less complex with latches
- Red outline
- Grey shapes for fill
- Door handle
- Key pad (?) in the middle
- Cylindrical parts
- Vertical
- Attached to door
- Outside of door
- Lanterns hanging off door
- Horizontal
- Right side near top
- Side garden on right connected to part of door
- Pots
- 4-5 cylindrical
- 4-5 square
- Wall
- Slanted pillars
- Red lines
- Cool looking red thing with emissive on right
- Intricate design on right with cage on top
- Hanging cones
- Balcony
- 3 mini plant gardens
- Rail
- Wall that goes into the abyss
- Ventilation looking thing on 2nd floor
- Hanging wires
- Foliage (many many different kinds rip)
Week 1
- Set up the camera
- Blockout of entire scene to get the scaling and distance correct
- Blockout of all the details on the door
- Get the mesh ready for sculpting (up res the mesh)
- First pass of lighting in Unreal
Week 2
- Sculpt the details of the door (mainly just polish)
- Fix any topology for the low res mesh
- Do UVs for the door
- Baking :D
Week 3
- Texture everything (mainly focus on door)
- If there's time, set dress everything including the foliage :P (if not enough time use Megascans)
- Lighting
Final Notes
- Fix things according to the notes Nick gives
Hard Surface Modeling Part 04
Unreal Renders
Legends of Zuck version (ignore the typo)
10,281 Poly Count
Substance Painter
Texture Maps
Reference
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Unreal Renders Perforce Proof