Sunday, March 27, 2016

2D/3D Art Homework #20: Look At This Graph

So, I really love Substance Designer.

After following along with the videos, I messed with some of the setting for the map (mostly in the base color area, though I did take the grunge and add it to the roughness as well so it would look like actual dents and pits) to make my own version of the helmet.

Here's the finished results:


Detail shots to show the roughness masking for the metal wear and the dirt.

Looking at the graph that I made...


This is the full graph. Most of them are merely blend nodes with both the helmet and the back piece to generate an output map. The areas that are a little bit different are...


Pictured here, the base color and roughness maps. Here, I used the Mask ID node and the metal edge wear node to mess with the color and the roughness, making different areas of the helmet different colors and masking the edge wear so that it is matte instead of specular, like the metal of the helmet. I did the same for the brown dirt and grime I put on the helmet as well.

(Also, there's something about making graphs in Substance Designer that makes me want to post this awful meme:

Enjoy! (: )

Thursday, March 3, 2016

2D/3D Art Homework #19: Weapon Concepting with Maya

It's been an extremely hectic week with getting everything ready for the Capstone vertical slice presentation, but I managed to get some time to get at least one weapon design finalized before the presentation and spring break begins.

So here's one idea for Chao's weapon! He's a bruiser who uses blunt weapons, so some of the designs are pipes which he uses. This one incorporates the jiangshi talisman as a design element.


(The talisman symbols stand for "attack," "struggle," and "claw.")

This was fun and now that I have the modular pieces ready to go, it shouldn't be that difficult to get the rest later over the next few days. Cheers, and have a nice spring break!

Edit: Now that I'm back from spring break and GDC, here's all of the weapon concepts together!