Sunday, June 13, 2021

Making the Last Week Count

 Making The Last Week Count

This past week I was put into a strange situation where the goal was to gain a portfolio piece within a week to the best of my ability. The class decided that I would be tackling the Strawberry.

Strawberry Progress

Although the initial glance at the Strawberry had me believing that the sculpt was done, I then realized that it was far from perfect. The sculpt as it currently was, was not good enough. It was low-res and haphazardly put together because it had been a speed sculpt for a common art project in the first semester that would only be viewed from one single side. 


I adjusted some of the sculpt and began rebuilding parts of it so that it would be more presentable, but realized that I should get more of the process done than just the sculpt, so I moved on to the retopo process so that I could get a game res of this object and establish a pipeline.


Just another render in Zbrush


The retopo process took quite a bit of time because of the lack of symmetry on the entire object. The game res ended up being 5,173 Tris.

I then auto-UVed and began getting a bake done in Substance Painter


However, my first priority was to get a job. So, I pivoted a bit this week in order to try and get a portfolio piece that would specifically suit the needs of an open position at Imangi Studios, the company that makes Temple Run.

UI Adventure

One of our fellow students at FIEA recently landed a job as a producer at Imangi Studios, and she highly recommended that I apply as a UI Artist for the company because their artists in-house often wear multiple hats. Although I would get a job as a UI artist, I could be doing any multitude of things. For the last two months there has been a large group of FIEAns (15 of us) who have been preparing to participate in this weekend's Game Maker Toolkit (GMTK) Game Jam. I was the Art Lead on the project and I focused on UI for the entire experience. I also helped with the creation of the game idea itself and it's design.

Although it wasn't 3D, and although it may not be considered the "best" use of my time, this extra bit of experience in this 48 hour game jam did give me several things:
  • A UI portfolio piece
  • Experience in a large Game Jam Team
  • Another "Art Lead" project
  • Opportunity for employment
I first delved into a bit of research (1 hour max) of what logos within the space we were trying to aim for looked like. I looked into low-poly gaming experiences to see what their logos resembled. We then also settled on a style for the slimes that would be the center of our game, which was to match the Epic Game's Fortnight SLURP skins. From this, I was able to begin creating our style of UI!



Here's the UI that I created!

Final Game Logo
I focused on creating layers and structures within photoshop that would allow me to easily create a wide variety of things within a very similar style to what I was creating, while also allowing it to be highly iterative with color-layers so that I could change the colors on the fly as needed.






For the game's buttons, I created an "off" and "on" state so that when the mouse was hovered over it, it would change and look highlighted. It is a very small difference that is really only noticeable in-engine when it is working, so here I have showcase the "on" state of the buttons.
Here is the health UI Icon

Here's the controller layout!


You an view the game on itch.io as well as on the Game Jam's page. 


Main Itch Page


Friday, June 11, 2021

Corpse Bride Turn in 2

 

 Corpse Bride Schedule & Sprint 02 Turn In



Here is where my tasks are currently! I have finished two of my assets. I did not include the full asset list for the entire team because that was included in the first turn in. I only showcase here what has changed.

Sprint 01 Tasks

Hands, done last turn in.

Sprint 02 Tasks

Bar Top (Pentagon)

Last semester, Lori created the beginning of this asset. She created the game-res, as well as the UVs for the bar. I was tasked with finishing the asset.

First I looked at what the references we had gathered looked like, and ultimately decided that while it did not need a sculpt to get the details onto it, it would need some extra beveling around the edges.

Here's the slightly up-res'd version of the table with extra beveling.

Here are the final textures in the UE4 viewer. I did not dedicate as much time and attention to the back half of the bar top because the player can never go behind it.


This is the asset in the scene, it looks a bit out of place currently as one of the few assets that are finished in that area.


Hanging Lamp Over Piano

For this piece I will be sculpting and texturing it for Sprint 02. The game res and UVs were already done last semester by Yami



Sprint 03

Bar - Shelving (Open Coffin)


The game res and UVs are already done for this, so I will just be sculpting and texturing it.


Emily's Boquette (Rose, Lily, Baby's Breath)

I will be creating a game res for this, UVing, and texturing this piece.



Sprint 04

Round Picture Frame


The game res and UVs are already done for these so I will just be sculpting and texturing them


Barrel


The game res and UVs are already done for this so I will just be sculpting and texturing them.

Tuesday, June 1, 2021

Backpack Project Week 02

 Backpack Project Week 02

The rate at which I was learning information from the tutorial that I had originally intended to follow was not sufficient for the accelerated pace that this project needed to undergo, so I had to give up learning the program slowly in favor of experimentation, trial and error, and generally just winging it to see if something would work out.

After hours of crashing, dealing with what the program could and couldn't handle, and lots of inside out materials that made the entire model explode, this is what I ended up being able to create.

I wanted to focus on what I believed to be the most difficult part of the backpack to achieve, the rings at the top that are cinched using a rope. It turned out being extremely difficult, but here it is! I also got a single pocket on and began to learn how to make creases and folds to properly reflect the way I wanted the material to bend.






This lack of progress sets me behind in my accelerated schedule of learning & doing, so I'll have to crunch hours this following week in order to make up for the lost time from learning.








Friday, May 28, 2021

Corpse Bride Schedule & Sprint 01 Turn In

 Corpse Bride Schedule & Sprint 01 Turn In

    First I will show you the schedule and explain it sprint by sprint. With Sprint 1 being the first one, I'll showcase what I worked on this sprint during that explanation.


First I wanted to show the entire asset list, with the images that we compiled of them as well. There is a much nicer Pureref that we use for all of our references that has several full sized images next to each asset's name. However; it was asked that we include them on this sheet so they are on there!


Highlighted are each of my tasks for the rest of the semester! I don't have many, but a few of them are Hero assets so that lines up with our expectations for time investments. 

Sprint 01 Tasks

Victor's Hands

This is what was in the engine for the hand as of last semester. I had created the initial sculpt and auto-retopoed it in ZBrush for Abby to rig so that we could replace the default UE4 mannequin hands that you use in VR with Victor's hands. For this Sprint, I agreed to finish the hands from a modeling and texturing stand point.


In the movie, Victor's hands have very little detail. They use simple lines to show the difference in the hand joints, and they don't include any finger nails. Of course, this looks entirely creepy outside of this movie, but I did my best below.


I made the fingers roughly the same length as Victor's in the movie while still ensuring that they would fit with the rig that the UE4 default hands had. These are the hands in engine in our Bar scene. They aren't set up as the replaced hands yet because they need to be re-rigged. However, the texture and new model is in engine ready for the rig when Abby completes it this upcoming Sprint.

The hands look very orange in this light, however they are in actuality very pale, much like Victor is in the movie!

Sprint 02 Tasks

Bar Top (Pentagon)


I will be sculpting and texturing this piece for Sprint 02. Just the top of the bar, the bottom is going to be the same as the floor. The game res and UVs are already done for this piece by Lori.

Hanging Lamp Over Piano

For this piece I will be sculpting and texturing it for Sprint 02. The game res and UVs were already done last semester by Yami



Sprint 03

Bar - Shelving (Open Coffin)


The game res and UVs are already done for this, so I will just be sculpting and texturing it.


Emily's Boquette (Rose, Lily, Baby's Breath)

I will be creating a game res for this, UVing, and texturing this piece.



Sprint 04

Round Picture Frame


The game res and UVs are already done for these so I will just be sculpting and texturing them


Barrel


The game res and UVs are already done for this so I will just be sculpting and texturing them.





Sunday, May 23, 2021

Backpack Project Week 01

 Backpack Project

The goal of this project is to create a hyper realistic game-ready backpack asset that has realistic wear and tear on it! I'll be making the backpack inside of Marvelous Designer, a program that I am NOT familiar with it all. In order to get familiar with the program, I've gotten my hands on some tutorials to learn the interface and the language associated with the program! It has a lot of things that other programs do not and a lot of terminology that I think it usually used with seamstresses and tailors.

Learning Marvelous Designer

In order to keep track of what I've been learning, I've been taking very specific notes on the entire process! I plan on organizing these notes further and creating "one page designs" to showcase some of this learning material in the future so that it's easier for others to learn after me!


As of writing this post I am currently on Video 11 - Garment Fit, so any information on this document after that are things that I've been adding as I've been learning more!

Gathering References

I found a backpack online that I think has a great amount of folds and various textures to keep things interesting while I work on this project! 




The Plan

Week 01 — Learning Marvelous, Collecting References!
Week 02 — Create Pattern in Marvelous, begin learning how to transfer to ZBrush & Maya for Retopologizing
Week 03 — Retopologizing, UVing, Texturing
Week 04 — Texturing, Final Renders in Marmoset, finish MD Guide (Maybe)