Monday, April 15, 2024

Module 4 - Environment Part 02 [Sculpt]

 





Artist Roadmap

 Questions:


1. If you could project out past graduation, what is your overall career goal? 


  • Would you like to work in AAA game development? 

    • Yes

  • Would you prefer a midsize team? 

    • Yes

  • Would you like a smaller team? 

    • No

  • Would you like to be on an Indy team? 

    • Maybe, if they’re decently sized and pay well.

  • Would you like to work for a simulation company?

    • Like to? No. Willing to, in lieu of other options? Yes.

  • Would you like to work in the theme park industry?
    • Like to? No. Willing to, in lieu of other options? Yes.


2. If you could project out into starting your career, what sounds the most appealing to you? 


  1. Environment Artist (Manmade, more than Vegetation)
  2. Prop Artist
  3. Hard Surface Artist

3. What are some of the top companies that you are interested in working for? 


  • Bethesda
  • Blizzard
  • Riot
  • Santa Monica
  • Zenimax
  • Ascendant Studios
  • Avalanche Software
  • Epic
  • Naughty Dog
  • Respawn
  • thatgamecompany
  • Sucker Punch Productions
  • Hello games
  • Obsidian
  • Bioware


Monday, April 8, 2024

Module 4 - Environment Part 01 [Proxy]

 


UNREAL RENDER WITH FIRST PASS LIGHTING

Proxied the Island Diorama and pushed into Unreal for a first pass lighting. I'm not thrilled with it, but it'll do for now.

I also high resed the diorama and pushed it into ZBrush for sculpting during the next stage. Think there's an artifact somewhere down there. For the record, I DESPISE making rocks in Maya. Next time, I'm just gonna start with ZBrush for something like this. 

Still, despite my grousing, I'm happy that I managed to finish what I'd scheduled for this week. Next week, it's gonna be more of a challenge. 


ZBRUSH RENDER


PRIMARY REFERENCE

REFERENCE BOARD

Sunday, April 7, 2024

Summer Research Project: Substance Designer for Dummies!

For the 8-week research project in the summer semester, I'll be working on learning substance designer for the sole purpose of teaching it to others like myself who don't want to sit through hours of youtube videos. I'll porbably be presenting the results of my research in a sort of infographic, or something similar in it. Since I have very little time, this will probably only be a very basic introduction to Substance Designer. Something of a survival kit, or a 'Substance Designer for Dummies'.

For this, I've decided to focus my research on a few resources myself.

The first would be, of course, the Adobe tutorials themselves, Substance Academy Series: Getting Started with Substance Designer. 

Substance Academy Series: Getting Started with Substance Designer

I need this to get an overview of the software, and understand exactly what I have to work with. 

I also have some additional resources which, I believe, will be much more useful after I've gone through the above tutorial series.

How to Master Substance Designer?

A Free Substance 3D Designer Survival Kit for Beginners

Creating Marble in Substance Designer

Tutorial | Fundamentals Part 1: Pattern Creation and Natural Scattering

Substance Designer Tutorials

Learning Materials Drive Link

I'm not aiming for creating any specific material or even style. I wish to learn the software from the ground up, and then tutor others in the same way. From the fundamentals, one can make any material one wants. 

Daily Exercises

Concepts for daily practice during summer. Mostly for sculpting, but I can take a little extra time to do polypainting, or even take it to Substance Painter, texture it and bring it into Unreal for presentation. These are, for the most part, not portfolio pieces, but just for quick, rough, dirty practice in software I'm still not entirely comfortable with. I've arranged these concepts in ascending order of difficulty.

ZBrush - ZModeler, Alpha, Polypaint, BPR Render (maybe take it to Photoshop and put some blending modes/filters like drop shadow etc.)

ZBrush (slicing tool, polish for edges, Orb brushes for sculpt, BPR Render)

ZBrush (ZModeler, Polypaint)

ZBrush (ZModeler, Sculpt), SP (Texturing), Unreal (Smoke, Render)

ZBrush (ZModeler, Polypainting)

ZBrush (ZModeler, PolyPainting)

ZBrush (ZModeler, PolyPainting)

ZBrush (ZModeler, PolyPainting)

ZBrush (ZModeler)

ZBrush (ZModeler), SP (Texturing)

ZBrush (ZModeler, PolyPainting)

ZBrush (ZModeler)

ZBrush (ZModeler, PolyPainting)

ZBrush (ZModeler, PolyPainting)

ZBrush (ZModeler, PolyPainting)

ZBrush (ZModeler, PolyPainting)

ZBrush (ZModeler), SP (Texturing)

ZBrush (ZModeler)

ZBrush (ZModeler), SP (Texturing)
, Photoshop (Plant Alphas), Unreal (Arrangement)


ZBrush (ZModeler), SP (Texturing)
, Photoshop (Plant Alphas), Unreal (Arrangement)

ZBrush (ZModeler), SP (Texturing)
, Photoshop (Plant Alphas), Unreal (Arrangement)

If, by some miracle, I manage to finish these, I plan on focusing on texturing for stylized assets in Substance Painter. I have the Stylized Station 3D Artist's Coloring Book, and a number of assets that are just sitting around, already baked in Substance Painter files. 







Module 4 - Environment Part 04 [Lighting]

PERFORCE SUBMISSION