Poly Modelling Following on from the style guide, my group received feedback to change our pipeline to use poly-modelling as we had simpler characters and wanted to get onto texturing as quick as we could. This allowed me to build on knowledge from last year and Mike sent us some tutorials on how to quickly […]
3D
Making A Killing Portfolio
Style Guide/PrePro Storyboard of level entrance, which was implemented by Dahe in-engine. NPC Models Modelled, Unwrapped, Textured and Animated variety of low-poly NPC characters. Making a Killing- NPC Asset Pack by ToyoTang on Sketchfab Prop Models/Environment Help Modelled, Unwrapped, Textured. Set up in-engine materials and adjusting lighting set up. Making a Killing Prop Asset […]
Character Production-Texturing, Rigging and Animation
3D animation isn’t something that I would say I am good at but it is an area that I would like to improve in. So as we started to implement art tests I wanted to have some temporary animations in the game to get a feel for the style we wanted. Temporary Rigs Although I have […]
Character Production-Modelling and Unwrapping
Production of Characters Right after handing in the style guide, I had received some unfortunate personal news that left me feeling pretty unmotivated so admittedly I wasn’t able to keep up the tempo of my work from the week previous, and was a bit lackluster in the outcome of my work overall. After learning about […]
Game Asset Optimisation
Optimising 3D Assets We had a talk from Rachel Dixon about how to approach asset creation for games. The main difference between animation and games, is that we need to consider low loading times and good performance, when characters move in the game it should be responsive and quick but still have good quality. We […]
Character Creation-Portfolio
Final Renders Downloaded Assets: Stylised Eastern Village By AleksandrIvanov Zbrush Turntables You can also find this on ArtStation : Daiki Yako Portfolio
Unreal – Creating Environment and Final Renders
Pose/Background Exploration I wanted to see how concept artists explored different still renders for games, and I am a big fan of Chengwei Pan’s Splash Art work, since this was the end result of this assignment. This also worked as portfolio reference, he has a really clear layout and showcases each stage and correction […]
Extra Detail and Texturing
SCULPTING Sculpting means we go back to Zbrush to add and adjust our details. The first thing I had to do was re-define the shapes and proportions of my character. One of the main things I learnt from Peter Adamson’s demonstrations was that capturing volume and form is the most important to sculpting appealing […]
Developing My Asset Library and Unwrapping
Developing My Asset Library Developing reusable assets is really useful with 3D modelling, so I decided to create some brushes to start building my own ibrary. I created braid/rope brushes by using cylinders and twisting them together. Then I made this brush a curve brush, making it really easy to draw on my ropes, it […]
Model Pipelines and Blockout
Now that I knew what my character looked like, I needed to learn about the character modelling pipeline. For my research I watched this Flipped Normals video and I also attended a couple workshop/talks from Peter Adamson (3D character artist at Billy Goat Entertainment). From these I was able to understand the main stages of […]