Thursday, June 13, 2024

Columbus Tower/Trimsheet Study Schedule

 References:




Columbus Tower Environment Schedule

Week 1: Block-out

  1. Camera reference match
  2. 95% of what the game res will be needs to be completed

  • Most of the environment will be created with a mid-poly workflow in mind
  • Modular Pieces to be accounted for
  • Pieces that are going to be modular need to be finished as well

  1. Set up of trim sheet layout that will go with the environment pieces

  • Model Trim sheet
  • Make sure I have what I need for each material separated and marked down in the trim sheet block out

  1. First Pass lighting in Unreal

Week 2: High-res

  1. Trim sheet is the focus this week

  • Sculpt all the detail needed
  • Take my time putting the detail

  1. Necessary Retopology
  2. Baked Meshes for Trimsheet
  3. Texturing for Trimsheet
  4. Solidify the trim sheet-able meshes to be easily UVd once the trim sheet is finished
  5. Second Lighting Pass

Week 3: Finished Baking and Beginning Texturing

  1. Finished Textures for Trim sheet
  2. Begin applying the Trim sheet to the pieces I set aside for it

  • Modeling on from the trim sheet to get other details that may have been missed
  • Applying morphs to the trim sheet meshes to get rounded corners from  the reference

  1. Third Lighting Pass

Week 4: Final Pass (Last Minute Changes)

  1. Any missed part from the last two weeks are accounted for
  2. Final Lighting Pass


Sunday, June 9, 2024

Portfolio Week 4

 












Materials Used For The Scene


Height Blend Vertex Painting


Custom Smoke VFX Flipbook Made By Daiyu

Rendered Video 




Wednesday, June 5, 2024

Star Wars Sprint 2

 


Updated Version of the cantina with its neon sign


Decal trim used on plain mesh to add more depth


Decal Mesh library created


Corner Trim Decal Normal maps that I will be using for custom decal meshes for corners in my environment pieces. I am planning on fixing some issues found with this texture map but this is a my first pass at this decal.


Decal Normal Map that I can reference in a blueprint based on the UV coordinates of the texture. It will be used on plain walls to breakup some of the tile-able textures once they are implemented in the scene


A test of both trim decals and decal blueprint working on a mesh.




Perforce pushes


Columbus Tower: Week 2