Monday, December 14, 2015

2D/3D Art: A Semester In Retrospect

Here is a bunch of stuff I did for RPP! First was two characters for my Round 3 RPP game, Canyon Climbers. They were 2D sprites, hand-animated:

 


Second was a robot character from my 4th round RPP game, Dystopian Drill Divers. These were also hand-drawn 2D animations.


Last was some of the work I did for my 5th round RPP game, Immortal. I did the 3D model for the final boss character, as well as several 2D paintings for story-telling cutscenes.



And those are some examples of the work I've done in RPP and other classes!


Sunday, December 13, 2015

2D/3D Art Homework #11: And that's all, folks!

This will be my last blog post of the year! This is my contribution to the Starfish Island level that we built in UE4, a kind of Easter Island-inspired statue that these guys carved in dedication to their starfishy god. Here he is! These are both the renders from Maya as well as screenshots from the Zbrush sculpt, to show the quality of the normal map.






As for maps, I'll include UVs, normals, color, and the map pack I did for AO, metallic, and roughness properties in UE4.





And that's everything! See you all after winter break for the next semester!

Tuesday, November 17, 2015

Common Art Homework #10: DANCE LIKE YOU MEAN IT

We learned about how to assign animations to different skeletons in UE4! It was pretty funny once all of the mapping of the different joints was done.

Here's a video showing the requirements for homework!


Tuesday, November 10, 2015

Common Art Homework #9: Fallout 4 Plant and the Inevitability of Time

It's just a really stuck-up title for the different effects I managed to achieve in UE4.


For the effects that I was able to do:

  1. I made a blueprint instance of the potted plant where the plant does a gradual emissive color bloom when you enter a trigger box around the plant and also fades when you leave that box.
  2. A slightly more simple trigger where, if you press the "G" button, it causes the metallic quality of the clock to grow much darker, making it darken suddenly.
And that's it! See you next week!

Monday, November 9, 2015

2D/3D Art Homework #10: Fishy Business, Part Five

HE IS FINISHED!





I might tweak the transparency on the fin just a little bit, but otherwise I feel really strong on all of the materials and whatnot! This was a lot of fun, and though I had some frustration with some of the stages in the process, I really enjoy character 3D art!

Monday, October 26, 2015

2D/3D Art Homework #9: Fishy Business, Part Four

This week very nearly killed me. I have been carefully documenting my own slow slip backwards into a quiet loss of grasp on reality.





There was a brush that I couldn't get off the X drive which would allow me to do the "scales" on the chestpiece, so that's the only bit that I couldn't do before now. I'll get caught up on that once I get that brush, then I'm ready for baking and texturing next week.

Monday, October 19, 2015

2D/3D Art Homework #8: Fishy Business, Part Three

I take back anything positive I've ever said about UV mapping.


I don't have much to say about this. It was alternatively frustrating and boring.

Monday, October 12, 2015

2D/3D Art Homework #7: Fishy Business, Part Two

MODELING, MODELING, MODELING, MODELING!!!

I actually really enjoyed this process. Characters are much more fun to figure out than props, but that's just me...! Anyway, here he is in his entirety:






Can't wait to sculpt him!


Wednesday, October 7, 2015

Monday, October 5, 2015

2D/3D Art Homework #6: Fishy Business, Part One

It's time to push 3D modeling into ... maximum overdrive.

There was a lot of modeling done this week. I took a handful of in-progress shots, so I'll go ahead and share those. The first is after I finished modeling on the fish pirate's head:


This second one was after I modeled the shoulder guard and the chest armor:


(I've also did the arms, the hook, and most of the hand, but I'll take a screenshot of that and edit it into this after class...)

Tuesday, September 29, 2015

Common Art Homework #5: Intricate Work of Starfish Butt Sculpting

(Sharp-eyed followers will notice I skipped a week for common art homework. Last week was a level design and I didn't take pictures of it... I might add that in later.)

This week, however, I began to fall in love with Zbrush. I didn't understand it at first, but now... I'm thinking about writing odes and sonnets.

We were meant to sculpt the starfish character we modeled earlier. I actually used my own model for this; I felt proud of it, so I wanted to take it through to finish. Here is what I ended up with!




I ended up really enjoying this process and I can't wait to do more sculpting in the future!


Sunday, September 27, 2015

2D/3D Art Homework #5: FOUR FOR THE PRICE OF ONE!

This week, we were tasked with going through all the previous steps (modeling, UVs, sculpting, baking, and coloring) in a single week. So I got to work!

I went with the barracuda-looking bass fish. After some work modeling, this is what I ended up with.



I took that into Zbrush and went to town sculpting it, eventually ending up with this beastie:


I baked out a normal map for that sculpt and it ended up looking pretty good! I then painted it up and I ended up with this in Maya, which I then took into UE4:



The only self-criticism I think I have in retrospect is maybe not making the color map a little bigger and more high-resolution so I could've been a little more detailed with it, as it gets kind of fuzzy-looking when you get closer. But otherwise I think I'm pleased with the final result and I enjoyed it!


Sunday, September 20, 2015

2D/3D Homework #4: The Return of UE4





Look at all those cannons!! With textures included and excluded and with lines on the mesh and everything! Anyways, after porting those into UE4 and messing around with the settings for a while:


Looks like a bona fide video game art asset in a level! After four weeks of work, I'm feeling pretty proud of that end result.