Monday, July 29, 2024

Jedha Final Sprint

For this Common Art Project, I was in charge of creating the environment of Jedha in the Star Wars universe. I was in charge of the environment assets and textures of the structures and the surface as well. My process consisted of blocking out the meshes in Maya and getting the layout and design of the environment set up before continuing. 

 






I then focused on setting up the game rez meshes since I was approaching a mid poly workflow where I can push the detail through textures. I then worked in Substance Designer to get most of my materials by creating procedural and tileable materials that I could apply and easily customize in engine. 





I wanted to breakup the texture information through vertex painting. I focused on setting up multiple layers for multiple texture blends but only ended up using one layer.






I then focused on the clutter and rubble of the environment and learned the process of creating rubble. I went with designer to create a base material that I can layer the clutter over to make it more  believable. I then made some broken wall pieces that are sharing similar textures of the structures in the scene to simulate the destruction of the environment.

Key Takeaways:
I overall enjoyed this project. I enjoyed the challenge and working in a small team in creating something that was focused and well managed by Paige. I wish I could have focused more on the necessary assets needed and focused more on locking the scale down in the first week. I also would have benefitted from setting up the desired tech goals for the environment early on to prevent added stress or to get pipelines working in a rush.





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