Sprint #3 Delivery

This week I worked on finalizing the game ready models as well as finishing up the high res models. I started doing UVs and baking for some of the assets and did some research on lighting scenes with stained glass.


High Res Models



Portfolio 2

Week 4: Final 


Unreal Scene




Zbrush Sculpt



Substance Bake



UV Map




Week 3: 3rd Critique 


Unreal Scene




Tileable Texture



Substance Designer Node Graph



Zbrush Sculpt (STILL WIP :((((((()




Week 2: Mid Check 



1st Lighting Pass



Game Ready Model
Current Poly Count: 14,291






Week 1: Start



Scene in Unreal





Blockout in Unreal




Wireframe




Reference




Schedule


Week 1:

  • Blockout of everything
  • Place everything in Unreal
  • Research on stylized materials and Substance Designer

Week 2:

  • Start sculpting high res
  • Game Ready Model
  • Maybe UVs
  • Continue research
  • 1st lighting pass

Week 3:

  • Finish sculpting high res
  • Start making tileable textures and trim sheets
  • Baking
  • Begin texturing everything
  • 2nd lighting pass

Week 4:

  • Finish texturing everything
  • Final lighting pass

Sprint #2 Delivery

This sprint I worked on tweaking the proxies as well as adding a new proxy to the scene. I also worked on the lighting as well as made a flame vfx for the candles and added a dust particle system to the environment. Lastly I worked on the Powerpoint for the presentation.


Unreal





Candle & Chandelier Blueprints




Sprint #1 Delivery

I worked on making proxies for half of the assets for the red queens room as well as creating the powerpoint for the sprint 1 presentation, making the reference board, and setting up the perforce directory.


Unreal



Proxies in Scene




Powerpoint



Reference Board




Final Turn In

Unreal Renders



 


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
      1. Simple squares with creases
      2. Very complex design (draw and extrude)
      3. Less complex with latches
      4. Red outline
      5. 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

Environmental Art Techniques Part 04: Foliage

 Unreal Render



Substance Painter



Wireframe



Zbrush Sculpt



Final Delivery

For the final turn in I worked on finishing all the textures and importing them into the scene. I also did a final lighting pass and tweaked...