Sunday, August 26, 2018

Week 1 - Shape language + Syd Mead study

This week we were exploring some basic shape language as well as some value studies. We also get the opportunity to study Syd Mead! I studied him heavily back in High school for my IB extended essay. His use of color has always influenced me and his futuristic shapes are also ahead of their time

I started off by doing this set of value studies.



I followed by continuing the shape studies we started in class. This was refreshing because I don't always draw out shapes in my work and it's good to practice.



I then did a study of two posed mannequins (found the reference on google). I've always struggled with anatomy and linework (because mostly I just paint in a shape and edit + I work straight with color). This study proved that I really need to study more anatomy and get more confident with my linework.

For the study, I estimated the rough size of the mannequins using straight lines. I then did a basic block using blue for the male and orange for the female. I then did a rough sketch followed by a more refined "linework".



Lastly, I did this study of one of Syd Mead's US Steel illustrations. I absolutely love the color in this piece.



I focused on the emergency vehicle. I think I got the basic shape down but there's still room to improve my translation skills.







Saturday, August 25, 2018

First Week assignment - Beveled Cube + Unreal Master Material

I imported the FBX mannequin from Unreal into Maya to set up my scale. I am using centimeters with the grid being set up in subdivisions of 1, every 10cm.


Following this, I set up the cube with a 100x100x100cm scale and zeroed it. I then beveled the edges and exported it as an FBX.


Inside Unreal, I created a simple Master_Material after watching a few videos.


I was pretty happy with the results but also wanted to see how far I could push it. I also wanted to figure out how to use Emissive Color. I wanted to be able to use some of the stock textures that come in the starter content for fun but to also be able to edit them to some extent. I also realized that the cube I made would need to be UV'd in order for me to be able to use the Unreal textures.

So I watched some more videos and sort of bootlegged a 'master master' material together that allowed me to swap out Textures and mix them with black/white while changing color. I also learned a bit about Emissive Colors and managed to get it working with a blue output after some more videos. Lastly, I also included a normal map changer that would allow me to have some control there.


Here is how the UI was set up using grouping. There are toggles for on/off and some other selection options. This first material was made using the hex tile material, which I then also created a temporary emissive map out of.


And here is a simply wood material using the starter content maps. I could edit the color and intensity (mix with black/white) of the texture map to sort of create my own variance.


Through this set-up and Material instancing, I was easily able to customize blocks fast and efficiently. Apart from selecting or toggling things, I only had to type a F and color it to blue in Photoshop to get the Emissive map. I hope later on I can learn how to generate these things in Engine.




And here is my creation! I was inspired by this image I saw while reading through a Polycount post.

upload_2017-12-26_12-11-44png

The link is here:
https://polycount.com/discussion/195835/unity-scene-trying-to-improve-my-lighting-rendering-skills


So here's my own take on the idea:



Interior shot (Bevels turned out nice, texture isn't warping too much so my UV's were ok)


And finally, a night time scene under the stars:



I had a lot of fun with this. I was extremely pleased with what I've learned and managed to do. I haven't really worked in Unreal this much before (I've only ever really done some basic stuff) but it feels incredibly good to be doing it again!