1.12.2023 - 8.12.2023 (Week 14 - Week 15)
Loh Qiao Yin / 0348923
Game Art/ Bachelor of Design in Creative Media / Taylor's University
Final Project
[Art Bible]
INSTRUCTIONS
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TASK
Zbrush
After Mr Kannan's feedback, I summoned and gathered all the energy that was left in my body, motivated myself and revised my 3D models by adding details that had obvious sunken or protruding parts. This was because when baking the high-poly model to the low-poly model, nothing worked as my original model was not detailed enough.
Substance Painter
Sadly, I might have messed up the meshes of the bottom clothing of my wolfie when sculpting more details on it. The problem was spotted in Blender but despite trying my best, I still couldn't fix it and I was running out of time already. I wished I had more time to find a suitable fur material for the body, it looked too much like paper mache art.
Unreal Engine
Luckily, the process of importing into Unreal Engine was not too rough. Even though I was fighting the cameras and lighting a bit, all was still good. I wanted to showcase how the characters will be interacting with the arena but since I do not know about animation, I decided to showcase it through sequences of pictures.
Zbrush
After Mr Kannan's feedback, I summoned and gathered all the energy that was left in my body, motivated myself and revised my 3D models by adding details that had obvious sunken or protruding parts. This was because when baking the high-poly model to the low-poly model, nothing worked as my original model was not detailed enough.
Fig 1.1 Detailings in Zbrush, 8 December 2023
Sadly, I might have messed up the meshes of the bottom clothing of my wolfie when sculpting more details on it. The problem was spotted in Blender but despite trying my best, I still couldn't fix it and I was running out of time already. I wished I had more time to find a suitable fur material for the body, it looked too much like paper mache art.
Fig 1.2 Coloured wolfie in Substance Painter, 8 December 2023
Unreal Engine
Luckily, the process of importing into Unreal Engine was not too rough. Even though I was fighting the cameras and lighting a bit, all was still good. I wanted to showcase how the characters will be interacting with the arena but since I do not know about animation, I decided to showcase it through sequences of pictures.
Fig 1.3 Unreal Engine screenshots, 8 December 2023
Splash Art
Even though I am super drained as it is already Week 16, I won't feel like the submission is complete without a splash art of my wolfie. Initially in Week 1, I was pumped that I would get to do a complete marketing illustration for the splash art, but it could not happen due to many other priorities (not a bad thing as I got to dive into lots of technical knowledge that may come in handy for my major project). The least I can do is to have a proper render of my model in Zbrush and polish it in Photoshop. My battery is non-existent at this point but it is something that my expectation needs to be done.
Fig 1.4 Simple splash art, 8 December 2023
Fig 2.1 Call sheet 1, 8 December 2023
Fig 2.2 Call sheet 2, 8 December 2023
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Fig 2.3 Final submission of Final Project, 8 December 2023
FEEDBACK
Week 14
- If subtool is very low poly in blender after retopo, and after shade smooth if it looks too smooth, not keeping the edge, can add modifier "weighted normals" and explore the settings
- If subtool is very low poly in blender after retopo, and after shade smooth if it looks too smooth, not keeping the edge, can add modifier "weighted normals" and explore the settings
- Check edges of each subtool
- Some subtools like belt can be auto-smoothed
- Add weighted normals for fur and shoulder cap
- Can add "normal edit" and target it to maybe arm, tweak the mix
factor and settings
- Can ply with sequence of normal edit or weighted normals
- After applying modifiers can apply autosmooth/shade smooth,
explore
- Can reduce poly for earrings and eyeballs
- When exporting FBX from blender, path mode set to copy
- In substance painter bake mesh section, in high definition meshes
open high poly, toggle use low poly mesh
- Sculpt a lot more detailed in Zbrush for wolfie and weapon to
utilise baking high poly and normals in substance painter
REFLECTION
I am extremely satisfied with the technical knowledge I have gained from this module. Yes, there are times it felt overwhelming but my curiosity on knowing how to optimise my character in a game engine exceeds my tiredness, luckily. Sometimes I do feel disappointed knowing all the extra possibilities on how I can further push my character design to be more visually appealing. However, given the timeframe and all, I deserve to give myself a round of applause. Also, a special shout out to Jia Xien for waking up at 4 am every Friday with me to rush for Game Art progress for so many weeks. Here's to more technical adventures ahead!
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