Showing posts with label Common. Show all posts
Showing posts with label Common. Show all posts

Monday, July 31, 2023

Zinta 06

 

Lamp Blend Shapes


Rendering using polished assets. Repositioned floor platform to remove foot clipping.


Tuned facial blend shapes, added independent smirk controls.

Wednesday, July 19, 2023

Zinta 05

 


For sprint 5 I was responsible for setting up the level which would be used for the final render and connecting the animated camera to sequencer and movie render queue to allow higher quality rendering, as well as any necessary camera cleanup work in-engine.

Wednesday, July 5, 2023

Zinta 04


Zinta's core emotion blend shapes; Sadness, Shock, Fear, Anger, Disgust, and Joy.


Zinta's blend shape hierarchy in Maya. Blinking, eyebrow movement, and mouth opening were added to enhance the core emotion blend shapes.

Wednesday, June 21, 2023

Genie 03


Genie Texture (WIP)


Genie Texture Closeup (WIP)


Lamp Texture (WIP)


Sword Texture (WIP)


Paint VFX Alpha Tile

Wednesday, June 7, 2023

Genie 02

 

Complete Genie high resolution sculpt.


Complete Genie high resolution sculpt face.


Complete Genie game resolution model. (22,584 tris)


Complete Genie game resolution model face.


Complete Lamp high resolution sculpt.


Complete Lamp game resolution model. (1,874 tris)


Complete Sword high resolution sculpt.


Complete Sword game resolution model. (4,558 tris)


Work in progress Sword texture.

Wednesday, May 24, 2023

Genie 01

Genie asset reference board.


Blockout character model.


Blockout lamp model.


Blockout sword model.


ZBrush sculpt character progress.


ZBrush sculpt character face.


Animation storyboard rough draft.


Source file hierarchy in Perforce.

Friday, February 3, 2023

Lighting Workshop Module #4

 

Casino Monochromatic Day


Casino 80% Shadow Night

Created with Unreal Engine 5.1.

Friday, January 27, 2023

Lighting Workshop Module #3







MOD3_MAT is the master material which has a solid basecolor, metallic, specular, and roughness parameters. The roughness parameter can toggle between using a numeric value or a texture map, additional roughness can be added on top of the texture map once enabled, and the UV coordinates of the texture map can be scaled. Two material instances of the master material,  MOD3_MAT_MI01 and MOD3_MAT_MI02, were created to showcase the capabilities of the master. MOD3_MAT_MI01 is used for the platform and MOD3_MAT_MI02 is used for the creature.

Creature asset created with Maya 2023. Rendered in Unreal Engine 5.1. 

Thursday, December 1, 2022

Week 15 VR Interactive Characters (Final Pass)




Created with Maya 2023, Blender 3.3.0, ZBrush, and Substance Painter.

For this assignment I updated the high resolution sculpt of the VR interactable character in ZBrush. The high resolution sculpt has crisper scale details and the spikes and horns on Bowser Jr. were dulled slightly so that their points could be perceived from above. Additionally the hexagonal shell pattern was added to his back. After re-baking the high resolution detail in Substance Painter the textures required tweaking, but the increased depth of the surface detail allowed better use of Substance Painter curvature and AO masks.

Tuesday, November 22, 2022

Week 13 VR Interactive Characters (Clean Pass)

 


Created in Maya 2023 and Adobe Substance Painter.

For this assignment I created a simple textured version of the interactable character, Bowser Jr. This textured version utilizes a UV unwrapped version of the proxy asset from the last assignment, and establishes the major color areas and facial details.

Van Pelt 04

Project 4 Timeline : (Uncharted Inspired Bust of Van Pelt)      Week 1 Report - Finished Reference Board/Finished Proxy Model/High Poly prog...