Thursday, October 31, 2024

Week 10: D Stage Assets

 For this round, I created two options for the VR hands: one modeled from scratch and one based on the Unreal Engine mannequin hands. The first hand has the wraps modeled as separate geometry, while the second will have the wraps sculpted and then baked onto it as texture maps.


Monday, October 28, 2024

Natural Environment Project: Blockout Refine

After receiving some notes on the silhouette of my blockout, I made some alterations for this week's assignment. I also gave it a proper rope model using the Sweep Mesh tool in Maya.





Monday, October 21, 2024

Natural Environment Project: Blockout

Now that we're beginning our tracks in earnest, the 3D Art track is focused on creating a natural environment based around a preset story. The idea is that the Earth's moon has been terraformed and anthropomorphic animals have built societies on its surface, and humans are able to inhabit the consciousnesses of some of those animals, some of which are a race of bipedal tortoise people who live in a setting reminiscent of ancient Mesoamerica. We've been split into three teams: environments, props, and characters. I'm working on props, and I chose to work on a particular kind of weapon called a macuahuitl.


To start, I took a look at the reference board we were all given to start off, and compiled my own reference boards for the overall design of the weapon and potential inspiration for some unique features. I didn't want to get too creative with the design; the weapons in the original reference are largely realistic and muted, with mostly skulls, bones, and rope for ornamentation.


 

I also did some research on the history and construction of the macuahuitl, taking note of the materials and processes. As I found in my research, there are no authentic macuahuitls left, so the best we can go off of are contemporaneous accounts and drawings. I watched a video recreating the construction of the weapon using the closest the forgers could get to the methods used by ancient Mesoamericans, and it was really helpful in figuring out how the blockout would work (and eventually, the final sculpt and model).

 

I then sketched out a design to model from. The decorative carvings will come later in the process—I based them on one of the reference images I found, but wanted to utilize some sun and earth imagery; for a society on a terraformed moon, it made sense that those might be prominent symbols or even deities.

I then did the blockout model construction as pictured at the top, then imported it into Unreal Engine to check the scale.

This assignment requires us to work on the same project in Unreal using Perforce, where we submitted our exported .fbx and Maya files.

Monday, October 7, 2024

Game Ready Asset, Week 03

 I redid the topology and the bake on this and then textured it. It's 11:15 and the Camera Sequencer in Unreal is still fighting me. send help





Thursday, October 3, 2024

Week 06: Composition

For this week's iteration of our VR game, we focused on composition and environment design. I took inspiration from the 1981 Clash of the Titans version of Perseus's fight with Medusa and set it in an abandoned temple. Because this is taking place in ancient Greece, I wanted it to be abandoned but not in ruins, since it would still be contemporary; a little overgrown but not reclaimed by nature, since at least one person still lives there.


 
We were instructed to block this out in 3D first, so I modeled and rendered a basic scene in Maya before painting over it. It was a good reference to have to maintain the perspective so I could focus more on rendering and roughing in details. 


This is the reference board I used. The images on the right were put together by one of my teammates, Lacey Gold, for all of us as a team to use; I found the ones on the right to use as reference for my particular iteration. I put together a quick blockout for the color palette I wanted to use and the proportions of each color, which I kept in the painting document so I could continually color pick from it.

Head Creation Secondary Forms