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


Monday, May 20, 2024

Common Art Week 1: Proxy Environment and References


Unreal Proxy Environment Render 1
 

Unreal Proxy Environment Render 2


Maya Blockout Render 1


Maya Blockout Render 2

Maya Blockout Render 3


Environment Concept/Reference Images


Proposed Color Palette Ideas for lighting, mood, and tone




Schedule:





Perforce:


Week 1: LightHouse Env Proxy

 






Thursday, May 16, 2024

Portfolio Project 1: Schedule

 Sci-Fi Lighthouse Schedule:

Week 1:

  • Reference Gathering
  • Reference Matching
  • Blockout 
  • Blockout Scene in Unreal Engine
  • High Poly Modeling
Week 2:
  • High Res finished with sculpts
  • Trim Sheet and Texture Setup
  • Lighting Second Pass
Week 3: 
  • Final Bake and Texturing
  • Trim Sheet baking and texturing
  • Final Lighting and Composition in Unreal Engine

Thursday, April 25, 2024

Week 4: Environment Final

 


Final Render of Environment


Procedural Material created in Substance Designer


Trim Sheet created in Substance Designer



Turn in on Perforce

Tuesday, April 23, 2024

Week 3: Environment

 




Simple Stone Material Made in Substance Designer

Trim Sheet Created in Substance Designer

TrimSheet Created in Substance Designer


Tower Models Made From Modular Pieces


Monday, April 8, 2024

Final Environment Project: Week 1







Koboh Environment Roadmap


Goals of Environment:

1. Environment References

      a. Architecture structure and design

        i. Modularity in the Architecture

        ii. Trimsheet Ability for sections

c. Organic Assets 

        i. Rock Formations

        ii. Ground Floor Materials

        iii. Stair Formations

        iv. Mountain Range formations

d. Technical Considerations

        i. Emphasis on:

1. TrimSheets

    a. For Architectural and Walkway areas

2. Decals

        a. Rock formation wear and erosion

        b. Hard Surface wear and tear

        c. Pathways

        d. Iconography

        e. World Painting and decoration

3. Vegetation Trimsheets

        a. Foliage, Tumbleweed, Branches

4. RGBA Masks

        a. Dirt and Grime to break up tileable textures


Asset List:

         Tower Modular pieces

         Rock formation variations

         Rock staircases

         Rock pathways

         Moisture Vaporator (STRETCH GOAL)

         Hanging Foliage

         Grass Foliage


Schedule:

Week 1: 

         Environment Blockout

         Unreal Engine Scene Setup

         Proxy/Game Ready Meshes

         Trim Sheet Setup

Week 2: 

         Mesh Sculpts

         Trim sheet Sculpts Created

         Trim Sheet Game Res

         First Bakes

Week 3:

         Texturing 

         Level Final Touches

         Lighting and Post Processing Effects

         Renders


Rubble Week 4

  Rubble Assets Material Ball Render