Wednesday, 21 December 2022

Backyard project: Finalizing

On to the final part of the project, I fix the tri count and add more poly on to my model. I added the edge of the pavement from the feedback. The tri count of this project is now at 11,873 tri!

I made additional texture for the edge with the same texture as the tiles but with only vertical lines to create the bricks.

The edge was made with darker gradient map so it is visible on the scene

I also created power lines to make the wall on the right less empty by using spline
I added a metal grid for the drain as an additional and final asset to my project.
apart from the swaying animation I gave to the foliage, I also add small rain animation to support the light rain environment concept of my work.

Final Piece

Overall
Close Up Shots
Sides

And my project is done! Japanese convenience store alley. I have a lot of fun making this with a lot of relearning and learning new methods to make texture and sculpt for 3d projects. As much as I wanted to add more detail to this project since the goal was to make a clean aesthetic of japan. I think I did great and I am proud of myself. 

Monday, 12 December 2022

Backyard project: Foliage Workflows 2

After finishing up with the flower, I make leaves for the hydrangea's bush. Following the tutorial on Blackboard, I created a plane and sculpt the branch as a base for my leaves. 
with the same method of making the petal on my last blog, I made the leaf with mask tool and cut it out.
thinkening the polygroup
I added the detail with brush and clay sculpt
This part took me the most time as I copy paste each leaf on the branch and turn them in directions to create the branch and variety in its deapt and size.

After baking it on a plane, I paint the leaves on substance painter bright green, since the lighting in the scene is dark.
I import the texture on a plane to shape it into the shape I wanted in 3dsMax before exporting it into unreal.

Final Outcome

The leaves were a bit of a pain to adjust to create the bush effect on my scene but I am very satisfied with the outcome. I can not say anything more apart from it looks like bush better than I thought it would be. Now I am one step closer to finishing this project!

Friday, 9 December 2022

Backyard project: Foliage Workflows

This week I finally work on the leaf, it was a long wait and I really looking forward to it as it will be the last part I have to add to finish my scene. I start off by making my flower for the flower of choice, Hydrangea. As seen on the mood board.

I start by making the base of the petal, and with the mask tool, I draw out the shape I want.
cutting it out from the plane and thickening the petal, I push the part of the base down to create the bowl shape.
With arey mesh, it creates the petal for all side and I press make mesh to make it one object.
with the same method, I use Arey mesh to create a ball of flowers as I adjust its number of flowers and X Y Z of where the flower will be. I then make mesh, decimate it and export on to Substance painter where I made the texture for it.

Baking the flower took a few tries as it was too detailed the flower can not bake on a low poly sphere properly.

I created two model of the flower one with purple/blue gradient and another one with light blue to create variety in the scene.

Final Outcome


I adjust the roughness down to make it less shiny after this screen shot. The flower came out quite solid and too hard for a flower texture. But because the swaying animation I added on Unreal. It didn't look as bad and I was proud of it. Int eh future, I will try making the flower as planes instead.

Wednesday, 7 December 2022

Apocalyptic Horde Survival Vehicle: Rendering

Process

I first start with a 3d model I made on 3dsMax.
After importing the picture into photoshop. I line art the entire model with thin lines to indicate where each section would be when I photobash it will be more convenient.
After colouring the base colour, I use the shadow from the model to indicate the lighting which shortens the time used to work on this project.
I photobash in details of items that are hard to paint in and paint over their detail to fit them in my art style.
Colouring the base colour of the car with colour I choose from my colour iteration.
Adding more details and photobash in the barrels. I added the lights and license plate using the same method and paint them over.
I added the metal and rusty texture on with my brush long with scratches and blood that shows what the car went through. With more details and assets such as the nets and the lizard's head. The car is almost finished.

Final Piece

Colour version
greyscale

I added the graffiti written in Thai to show where they tuk-tuk was from and a half decent sprayed flag on the tuk-tuk to show what the character who drives this char is like.

I was more comfortable using photobashing to help with the speed of making my vehicle. This is a very great improvement since the Insect photobash and I had a lot more fun on this task too. I am very satisfied with how this turned out, it even went better than I imagine!

Sunday, 4 December 2022

Reinforcing skills - Still Life with a Skull / Plaster Head

The final task of term 1 is an understanding of head construction with all fundamentals that we have learned so far used in one piece. I have a lot of fun drawing skull from the last task, so I decided to choose the setup with a skull and cloth.


Process

I started with a small thumbnail to get the composition of the setting and draw sketching out the rough shapes and position of the objects.

Adding in weight and base value, starting with the darkest object.

shading the book and the flower with darkest value
start rendering the skull and give light base shading for the cloth to get the mid tone
I erase some parts of the shading to create the folds of the cloth and add more details to the leaves

Final Piece

I was struggling with the texture of the clothes as it was a yarn material with patterns. When I try to make the crochet pattern, it came out weird. So, I decided to make it an entirely new cloth type. I dislike how the clothes turn out as the material didn't match the reference at all but the shading of the flowers and skull makes it acceptable. I will make more studies on types of cloth material for my future project.

Friday, 2 December 2022

Backyard project: Even more decorations assets

This week I made more texture for the small detail assets. The stickers were very fun to create as I can design small notes that no one can understand as a fun detail. The Sticker was made in photoshop and imported into substance painter as decal.

Even if the boxes may not be seen as clearly from the window, I created textures for posters that can be reused as boxes on the shelf.

Posters are made in photoshop with phrases and pictures quickly made with simple shapes.
I really have fun with the idea of turning the sentence to be reused in every poster.

What I got so far

Overall Look
Close up

The details weren't a lot contribute to the scene but it was very enjoyable working on them since it is fast and easy. Apart from my pure enjoyment, it did make the door less empty.

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...