Monday, June 27, 2022

Project 2 - Week 2

Modeling Progress


Material Progress

 

Full Reference


Chain Whip Rifle by Max Salanko


Schedule:
Week 1:
- Proxy (Retracted/Extended)
- High poly started

Week 2:
- High Poly/Zbrush details done

Week 3:
- Game Res Done
- Start designer materials: Wood, Metal, Cloth, Leather, Cord

Week 4:
- Final texture pass
- Rendering

Wednesday, June 22, 2022

Metroid VR - Sprint 3

 

 

As for in-engine changes this sprint, I was able to address the feedback we received regarding roughness in materials. In addition to a more detailed roughness map, there is now a roughness parameter tied to the ID masking.

I am also updating the large, central background asset and the EMMI, which will be finalized next sprint.


Tuesday, June 14, 2022

Project 2 - Week 1






Full Reference


Chain Whip Rifle by Max Salanko
https://www.deviantart.com/gardio/art/Chain-Whip-Rifle-830754987




Schedule:
Week 1:
- Proxy (Retracted/Extended)
- High poly started

Week 2:
- High Poly/Zbrush details done

Week 3:
- Game Res Done
- Start designer materials: Wood, Metal, Cloth, Leather, Cord

Week 4:
- Final texture pass
- Rendering

Wednesday, June 8, 2022

Sprint #2 Delivery

 

This sprint was focused on tweaking and updating existing models to work with our more universal materials.
As a result most environmental objects now only use 2 unique textures:

One contains the edge wear mask (Red) and AO (Green)


The other contains RBG ID masking for 3 in-engine color tint channels
(Default is: Red = Middle tone, Green = Light tone, Blue = Dark tone)

The master material was also expanded a little to support this new color 3-channel color tinting:


Monday, June 6, 2022

Project 1: Sci-Fi Corridor - Week 3


 

Week 1: 

  • Research trim workflow/application (60%)
  • Research floater creation/application
  • Establish trim sheet layout and workflow
  • Decide on all needed assets
  • Block out scene
  • Proxy all assets
  • Insert Proxy/Blockout into UE5
  • Begin Maya high-res

Week 2: 

  • Hi-res all assets in Maya
  • Finalize trim sheet layout and workflow
  • Begin organizing trim sheets
  • Create floater assets
  • Begin game res assets

Week 3: 

  • Begin baking floater assets
  • Finish game res
  • UE5 first lighting pass
  • First texture pass
  • UE5 Blueprints to store lights with the models

Week 4: 

  • Finalize all textures
  • UE5 final lighting pass
  • In-engine material set-up pass

Portfolio 3 Week 4 Final Turn In