This week I spent directing my team to formulate some ideas and structures for our prototype.
I spent time redrawing the Model Sheet based on the character illus I created.
Thursday, October 25, 2018
Thursday, October 18, 2018
Week 8 - Bringing it all together// Pt 2: Environment
I started off by doing some paintovers on images of Venice to get a feel for the scale and type of view I want for the big "Cthulhu invades" kind of scene.
I'm following the prospect of 'Cthulhu' awakening and besieging Venice. OR this being a 'mirage' or dream (as described in the short story). I want the real sense of terror to shine in these images but I also want to stay true to my thematic setting of 14th century Venice.
Out of these initial sketches I picked 3 that I wanted to develop further before deciding upon a final.
I then did a mashup of the certain elements that I liked.
I started slowly developing this:
This is the furthest I got. Wish I had more time to dedicate to this project.
BONUS:
Cleaned and tightened the sketch somewhat from last week. I feel like I still have a lot to work on in regards to this and will continue to do so in the coming week along with my above illustration.
I'm following the prospect of 'Cthulhu' awakening and besieging Venice. OR this being a 'mirage' or dream (as described in the short story). I want the real sense of terror to shine in these images but I also want to stay true to my thematic setting of 14th century Venice.
Out of these initial sketches I picked 3 that I wanted to develop further before deciding upon a final.
I then did a mashup of the certain elements that I liked.
I started slowly developing this:
This is the furthest I got. Wish I had more time to dedicate to this project.
BONUS:
Cleaned and tightened the sketch somewhat from last week. I feel like I still have a lot to work on in regards to this and will continue to do so in the coming week along with my above illustration.
Monday, October 15, 2018
Week 8 - Cannon to UE4
This is the export from substance painter:
The master material setup:
And the cannon with the material instance and fresnel:
The master material setup:
And the cannon with the material instance and fresnel:
Thursday, October 11, 2018
Week 7 - Bringing it all together// Pt 1: Character
Here is this week's illustration for my character, Professor Angell (Professore Angello) from Call of Cthulhu. I went for the 14th century Renaissance Venetian look.
The Model/Sketch Sheet:
Iterations:
The Model/Sketch Sheet:
Iterations:
Monday, October 8, 2018
Week 7: Baking and Texturing
LowPoly:
HighPoly:
This is the end result! I am pretty happy with it, even though the cannon looks like it's seen brighter days.
HighPoly:
This is the end result! I am pretty happy with it, even though the cannon looks like it's seen brighter days.
Friday, October 5, 2018
Week 7: Idea
The short story that I chose is Call of Cthulhu by HP Lovecraft
http://www.feedbooks.com/book/18/the-call-of-cthulhu
I am thinking of a crossover of Cthulhu appearing on the coast of 14th century Italy. (Perhaps venice or something). I will need to think about the setting, context, time period more.
Similar to https://www.artstation.com/jakubrozalski and what he did for Scythe. I quite like the idea of having something in a time-period that contrasts to the reality of it.
http://www.feedbooks.com/book/18/the-call-of-cthulhu
I am thinking of a crossover of Cthulhu appearing on the coast of 14th century Italy. (Perhaps venice or something). I will need to think about the setting, context, time period more.
Similar to https://www.artstation.com/jakubrozalski and what he did for Scythe. I quite like the idea of having something in a time-period that contrasts to the reality of it.
Thursday, October 4, 2018
Monday, October 1, 2018
Week 6 - Cannon UV and Decimate
This week we were tasked to UV our cannon and to decimate it in Zbrush after we add in some details.
I remodeled the cannon and completely cleaned up the topo to get under 1k. I unfortunately missed the top opening (I might add that in again).
Once the cannon was complete, I proceeded to UV it.
I tried to keep the UV's organized by component (grouped the cannon parts together, the base etc).
I also made sure I had clean and generally good looking UV's.
I then added the details in Zbrush.
Followed by a decimation from 2m to 140k.
Here are the two cannons in Maya:
BONUS:
I downloaded Quixel Mixer to play with some megascans and create some textures.
I made two metal textures that I am going to import into Substance and paint with.
I assembled the materials in Substance Designer but unfortunately because I have a temp license from Quixel, I lost a lot of the detail while exporting (can only export as jpg or png)
I managed to get these custom materials into Substance and painted a bit. They work!
I remodeled the cannon and completely cleaned up the topo to get under 1k. I unfortunately missed the top opening (I might add that in again).
Once the cannon was complete, I proceeded to UV it.
I tried to keep the UV's organized by component (grouped the cannon parts together, the base etc).
I also made sure I had clean and generally good looking UV's.
I then added the details in Zbrush.
Followed by a decimation from 2m to 140k.
Here are the two cannons in Maya:
BONUS:
I downloaded Quixel Mixer to play with some megascans and create some textures.
I made two metal textures that I am going to import into Substance and paint with.
I assembled the materials in Substance Designer but unfortunately because I have a temp license from Quixel, I lost a lot of the detail while exporting (can only export as jpg or png)
I managed to get these custom materials into Substance and painted a bit. They work!
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