Wednesday, 30 November 2022

Backyard project: Vertex Painting and Manhole decals

Vertex Painting

After the last update on my project, I got feedback on Vertex Painting and how the floor is too wet. I am going to fix exactly that!
I linked the nodes exactly like how the tutorial video is on blackboard with multiply on one texture to create a dry (0 roughness) road/walkway.
with paint mode, I create patches of puddles of rain.
to both the walkway and the road. I may add rain particles to create a rainy atmosphere to the scene in the future. For now, it is an 'after the rain' scene.
I also did the same method on the concrete wall of the store to give it less ruined texture. 

Manhole

I search for a manhole in Japan for my decals and I found this very beautiful pattern on a manhole. In Photoshop, I create a vector based on the pattern with less detail and take numbers out to avoid direct copying.
After importing the pattern in as alpha, I made a cylinder shape to extrude my pattern from.
Importing on 3dsMax, I export selected and began baking and texturing on substance painter.
The colouring and adding texture were simple. With metal and grainy texture, I finished my decals and import it in UE4 as a decal.

The process for this update was small and it was more like a break before I start sculpting foliage, which will be very hard and a lot of work. I have quite a lot of fun with making decals and I will add more of them to my scene in my future updates.

Saturday, 26 November 2022

Human Head Construction. Part 2 – Reinforcing Skills: Plaster Head

The task for this week after the skull is head construction, I take a picture of the head setup and turn it black and white to get the value and shadow.


Process

I started with a small thumbnail of the head direction and then draw the base shapes of the head.
adding the cheekbones and face structure, I added in the details such as the eyelids and face edges as an outline so I know where to shade them.
I got feedbacks and fix the sharpness of the brows, the cheekbones and the mouth position I was struggling with and I looked a lot better. I 

Final Piece

A3 size sketchbook, pencils 2B – 6B, eraser, putty rubber


I appreciate the feedbacks I got a lot during feedback weeks and fix up the head shapes and hair too before finalizing the shading. I turn out better than I expected and I can see myself improving a lot from the head study last year using the same statue.

Friday, 25 November 2022

Backyard project: Process and painting texture on Substance painter 2

The block out of the gachapon machine was very lowpoly and poorly modelled. I look back at my mood board once again and remodel the entire machine.
I copy the machine and start adding more poly to it. making the curve on the glass showcase part of the machine and on the HIghpoly version, I added the coin slot and turning knob.
I made an instance of the machine after unwarping and bake them on substance painter
I paint them as normal with plastic texture as the base and adding in stickers and decals from sets of stickers I made in photoshop. The balls are hand painted in Photoshop to achieve the desired texture since I can't figure out how to on substance painter.
Same process as the trashcans that are placed outside of the convenience store. I added dirt and scratches texture on them on later fix that was not shown in the process screenshot.

Additional Substance Designer Texture

Before I move on to unreal and add my asset's texture, I made more tiltable texture on a designer for the walls and the road.
The road texture was made the same way as the walk path, just without the tiles
The plaster wall was made with a tutorial I watched on youtube ( https://www.youtube.com/watch?v=WcfpLUZRDMU ) I skipped a lot of the video only to get the basic idea of what I had to do and done the rest of it myself, so it won't look identical.

Final Outcome 

I really like the look of what my project is looking like so far. I made the floor with high roughness, so it can appear wet. However, from the feedback, it looked too wet which I will improve it with vertex painting to create patches of water instead in my next update.

Thursday, 24 November 2022

Apocalyptic Horde Survival Vehicle: Colour Iterations and 3d model

After getting the final design of the car, I worked on the colour. It is simple and based on real colour schemes of real cars with some twists and details, which I will add to my final render of the car.


Colour iterations

I then create a 3D model of Tuktuk on 3DSMax as a base for my photobashing. I started with a very low poly version of the car.
I was going to give up from how bad it looked but I push on and make the wheel extend from the body and fix the front of the car. Adding a transparent window and a beer barrel to the side.

Final Piece


I thought I was done with the model but I got feedback and fixed a lot of the details including adding more details and object to the car which will help my photobashing easier because I will know the position and correct perspective. I am very happy with how it turns out and this will help a lot with my photobashing as it got the base for me to follow. Despite not having a lot of experience with car design or drawing a car. I have hopes for this project.

Monday, 21 November 2022

Human Head Construction. Part 1 – The Human Skull

After creating two paints, I am back with a pencil medium with this week's task to reinforce the knowledge of the construction of the human head with skull from observation.

Set up

Process

I first start with a small thumbnail of the direction of the skull, then immediately draw a rough sketch of the skull's shape.

While looking at the skull, I first sketch the outside shapes of the cheekbones and jaw before adding details inside.

I got a feedback that the skull was too round, so I flatten the top [art of the head after an observation o the reference.
I fixed the jaw that was coming out too much and changed the shape of the eye to bee less round.
I began shading the skull with the cross-hatching technique.
I was finished and ready to create the background so I immediately start shading the background black. I was stopped, however, with the feedback that the background should not be all back and for me to try making the background in photoshop first before adding it on paper
I did and create a rough background in photoshop and decided which area I should leave white

Final Piece

A3 size sketchbook, pencils 2B – 6B, eraser, putty rubber

The incorporation of digital and traditional on my work lately has been a huge help. The background hatching came out as I wanted with the only part I would like to improve was the skull detail itself, apart from that I am content with what I got this week.

Friday, 18 November 2022

Backyard project: Process and painting texture on Substance painter 1

I did Hard surface modelling with my vending machine in 3dsMax to bake in Substance Painter. After I made enough details I wanted on my piece such as the coin slot, buttons and depth of the panels. I export it and bake my vending machine.
With my reference, the vending machine looked almost plastic ish and made the base was plastic according to the picture in my moodboard. I wanted the machine to be colourful like the one I've seen in Japan, so I make the texture in Photoshop.
I imported the patterns and pictures with Import resources and start arranging the 'decals' on them.
The final design of the vending machine

I did the same thing with the soda cans by layering the base colour and texture ( Metal for the cans with plastic for the Out Of Order sign ) in substance painter, I made the detailed texture in photoshop to import as a resource in Substance painter.
Cans and sign base
The final design for cans and signs

Final outcome

This is how it turns out on Unreal, I think I did a great job on the texture. If I can improve them from what they are right now, I would learn to add more loops and details on surface modelling. I didn't know how to make it more detailed at the time so I made the entire scene within this aesthetic. In the future, I will make the highpoly model more detailed.

Thursday, 17 November 2022

Apocalyptic Horde Survival Vehicle: Iterations

 After the basic ideas of what I want formed as a moldboard, I start working on the iterations of the car. Because I was very sure of what type of car I wanted to work on, there was less work on the variety of car type designs and only the uniqueness of each design is the main point instead.


First Iteration Page; 12 designs
The aspect I wanted for the car was to be DIY-ish by college students, of course, not everything can be created with ducktapes and glue, I made it so that some of the structure on the car was metal welded.
 Each car has its own character; A supplies car, a hospital car with med kits, beers carry car (the essentials) and some of it a straight up tank war car.


Second iteration page: 5 designs
After coming up with 12 designs, I mash some of my favourite cars and create 4 more iterations from them. In the end I use the second as a base with a few details taken from the fourth car on my second iteration page.

I really like the final design of the car and it wasn't impossible for college students to create it so I settled with my design.

Sunday, 13 November 2022

Enhancement Week: Virtual Tour of Chernobyl – Pripyat (Self-directed)

During Enhancement Week, the task was to look at and draw a scene inspired by the virtual tour of Chernobyl. I chose the nursery school without children because of the gloomy mood and tone of the scene.

https://www.360cities.net/image/nursery-school-without-children

I wanted to use gouache again as my medium to see how much I can improve after learning how to use them. With my idea was to recreate the scene of the abandoned nursery with brighter and more saturated colours. To convey how " despite being abandoned, the place is still as bright as if the children are still here "

Process


I first draw out the room with grids as measurements to get the picture as accurate as possible.
I first paint the larger area of the room which is the wall, with blended greens and brush texture to create the rotting/peeling wall paper/mold texture


I then added the door and the object near it. Slowly working my way through the piece from left to right. I took a long break from it from illness again.

After the recovery, I started with the floor. I messed up and added too much water too the paint. Panicked, I splashed more colour into it instead of cleaning it with tissue, in hopes the colour can fix the watery base. It was a happy mistake because I now have beautiful texture as a base that I can paint over.

Final Piece

A3 size sketchbook, gouache

I finalized and added more detail, painted in thin layers of paint to create a shadow on the floor and bright colour for the lighting. With a white marker, I also add the rim light to the edge. Finally, I added the white pieces of peeling wallpaper to finish it up. I am really happy with how this turns out and I can see myself improving from the last gouache painting I did. The experimental technique of shaking the brush to create dots and texture on the floor to create mould was very fun. I can see myself improving more in the future if I have the chance to use gouache as a medium again

The Moss Fox: Unreal Engine 4

It has finally reached the final stretch! With all my textures, skinning, animation, and assets done. I placed all of my work on the group f...