Saturday, April 15, 2023
Monday, April 10, 2023
Franky 01
Currently I am on schedule, if not a little bit ahead. I'll update this post if I manage to make any additional changes post assignment submission. Currently all I have left in the high res phase is his hair, chain (which I plan on using a ZBrush IMM so its quick), his shirt, and any additional stylization to his body overall. His body might seem over-sculpted for a stylized character. This was intentional as I plan on reusing the torso and parts of the legs for my first summer semester project; Hellboy.
Project 1 Timeline : (Stylized Character w/ Stylized Textures)
Week 1 - High Poly progress
Week 2 - Finished High poly/Retop progress
Week 3 - Finished Retop/Bake/Texture progress
Week 4 - Finished texture/Renders
Created with Blender and ZBrush.
Sunday, April 9, 2023
Thursday, April 6, 2023
Project Ideas PureRef
The main thing I want to focus on with this project, and future projects, is practicing hair/fur and clothing. For this project I'd like to start with Franky from One Piece (middle left), since he is stylized cartoon character. Throughout FIEA I'd like to make assets in different styles and one or two not bipedal/humanoid.
Project 1 Timeline : (Stylized Character w/ Stylized Textures)
* I already have the proxy blockout complete and in ZBrush for refinement.
Week 1 - High Poly progress
Week 2 - Finish High poly/Retop progress
Week 3 - Retop/Bake/Texture progress
Week 4 - Final texture/Renders
I am very conflicted on what to do next semester lol.
Monday, April 3, 2023
Tuesday, March 28, 2023
baking the cool way
What this method of baking allows you to do in substance is have multiple versions of the same mesh which share a texture. Painting on one will effect all, granting you easier access to little nooks while also being able to see the mesh together or posed in different ways.
1. Import the whatever mesh you want to bake high res detail onto. In the example above I used an exploded version of the game res to ensure that no ambient occlusion was baked that I didn't want and I have access to each piece individually.
1. Import the whatever mesh you want to bake high res detail onto. In the example above I used an exploded version of the game res to ensure that no ambient occlusion was baked that I didn't want and I have access to each piece individually.
2. While you can redo baking if necessary, make sure that the bake is successful before moving onto the next step
3. In whatever modeling software you are using, export out all the different variations of the mesh you want to see in substance as a new file.
4. In substance painter, go to Edit -> Project Configuration -> Select. From here select the new multi-mesh file.
Monday, March 27, 2023
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Van Pelt 04
Project 4 Timeline : (Uncharted Inspired Bust of Van Pelt) Week 1 Report - Finished Reference Board/Finished Proxy Model/High Poly prog...
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What this method of baking allows you to do in substance is have multiple versions of the same mesh which share a texture. Painting on one w...
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Project 4 Timeline : (Uncharted Inspired Bust of Van Pelt) Week 1 Report - Finished Reference Board/Finished Proxy Model/High Poly pro...
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Created with ZBrush, Substance Painter, and Maya 2023. Rendered in Maya 2023. Tri Count : 9,680















