Thursday, November 16, 2023

VR Project LOTR #4 - Trim Sheets (WIP)

For this round, we had to create trim sheets for our existing assets. Unfortunately, I wasn't able to finish the trim sheets on time, and as such, we had to use a trim sheet from an existing environment asset my fellow team member Jacob had created. Thankfully, it works fairly well as a temporary measure until I can finish creating the custom trim sheet for this project. 




Thursday, November 9, 2023

VR Project LOTR #3 - UpRes Environment With Value Gradients

 This week's assignment involved splitting up the ruins into individual assets, UV mapping them and finally applying the value gradients in Substance Paingter. These value gradients highlight the most important aspect of the environment, and have been applied according to the DOTA art style guide. The UV Maps displayed below also show the gradient texture maps.














Monday, November 6, 2023

Project #8.2 - ZBrush Sculpting (WIP)

This week's assignment involved Upresing and UVing the Cannon Model in Maya, and then exporting it to ZBrush. I'd already submitted the first half of this task last week, so I forged ahead and sculpted the metal barrel a bit in ZBrush. I still have a long way to go.










Thursday, November 2, 2023

VR Project LOTR #2 - Low Poly Environment with Lighting

For this week, we had to create a second pass of the environment, which meant upresing the models, adding more details etc. 




I unwrapped the various models first, then I polished them up a bit so the extra bevels and other upresing elements would transfer over to the UVs automatically. Even so, the transfer wasn't entirely perfect, and I had to go back to the UV Editor, and rescale some of the meshes to get a decent layout.


UV Unwrap and Layout of Weathertop Ruins


UV Unwrap and Layout of Hill

After this process, I applied materials to the meshes, exported them to Substance Painter, and baked the various maps Unreal will eventually use on the same mesh (by that, I mean using the low poly mesh as the high poly mesh since I didn't have any Zbrush sculpted versions as of that point). These textures included Normal and ORM (Occlusion, Roughness, and Metallic). 




Substance Painter Render of Hill


Substance Painter Render of Weathertop Ruins

After that, I submitted everything to Perforce.




Module 4 - Environment Part 04 [Lighting]

PERFORCE SUBMISSION