Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Tuesday, June 11, 2024

Master Control Unit: Documentation

For the 2nd portfolio piece of the third semester, I will be working on a concept art I found on Pinterest. Unfortunately, I can't find the artist behind it, nor was a title available for me to use. As such, I have decided to call it 'Master Control Unit', as it certainly appears to be such a thing for some massive, science fiction device. 

This is significantly more challenging than the May piece, as it has more complex modular pieces, with some unique elements such as screens and holograms.

    _____________________________________________________________________________

    ASSET BREAKDOWN

    _____________________________________________________________________________

    1. Core Center Cylinders
    2. Core Side Cylinders
    3. Core pipes
    4. Floor Panel with a Hole
    5. Circular Floor Panel
    6. Plain Floor Panel
    7. Door
    8. Screens
    9. Side Control Unit
    10. Screen Panel
    11. Ceiling
    12. Ceiling Pipes
    13. Core Frames

    _____________________________________________________________________________

    MATERIALS

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    1. Core Metal
    2. Pipe Metal and Yellow Painted Stripe
    3. Floor Panel Grill
    4. Blue Emission for Core and Floor Panel and Hologram
    5. Floor Panel Grey Metal with Yellow-and-Black Stripes
    6. Door Frame Yellow-and-Black Stripes
    7. Door and Frame Brown Rusted Metal
    8. Core Frame Metal
    9. Screen Hologram
    10. Side Control Unit Metal and Screens

    _____________________________________________________________________________

    SCHEDULE

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    1. Week 01 (June 11 - June 17): Initial Blockout + Lighting
      1. Initial Proxy and Blockout
      2. First Pass Lighting
      3. Collection for Documentation
    2. Week 02 (June 18 - June 24): High Detail
      1. Finish High Detail Modeling
      2. Second Pass Lighting
      3. Floor Panel Substance Designer - Materials
      4. Floor Panel Substance Designer - Masks
      5. Collection for Documentation
    3. Week 03 (June 25 - July 1): Texturing
      1. UV Layout
      2. Finish Texturing of All Assets
      3. Third Pass Lighting
      4. Collection for Documentation
    4. Week 04 (July 2 - July 8): Rendering
      1. Final Lighting
      2. Holograms, Emission etc.
      3. Rendering

          Monday, June 3, 2024

          The Maintenance Access Tunnel [Part 03: UV Unwrapping]

           


          RENDER 01


          RENDER 02

          Well, I need to catch up on this week's submissions. I was supposed to finish texturing, but I still need to start it. I just finished polishing the assets, UV unwrapping all of them, and preparing them for eventual texturing in Substance Painter. I did a third-pass lighting, but it's similar to what I had before. Still, I'm not completely unhappy with what I have so far. This is going to look great next week, I'm sure of it. 


          UV LAYOUT 01


          UV LAYOUT 02


          UV LAYOUT 03


          UV LAYOUT 04


          UV LAYOUT 05


          UV LAYOUT 06


          UV LAYOUT 07


          UV LAYOUT 08


          UV LAYOUT 09


          UV LAYOUT 10


          UV LAYOUT 11


          UV LAYOUT 12


          UV LAYOUT 13





          Monday, May 27, 2024

          The Maintenance Access Tunnel [Part 02: High-Poly Modeling]

           

          RENDER 01


          RENDER 02


          RENDER 03

          I added all the details, including the bevels, to my assets this week. Quite a lot of the details will be pushed in via Substance Painter when I finally start texturing, but until then, this will do. I have also added Emission Materials based on their locations in the reference and added extra lights to illuminate the scene and bring it closer to the concept art.

          I'm still not thrilled with the positioning of certain assets such as the orb, and I'm not altogether certain whether I should continue with the 16:9 aspect ratio for my render camera in Unreal, or change it to the resolution of the concept art. 

          As requested, I've also camera-matched the detailed pass with the reference.


          CAMERA-MATCHED





          Tuesday, May 14, 2024

          The Maintenance Access Tunnel: Documentation

          For the third semester, I have three potential portfolio pieces lined up, for the months of May, June and July. Each one, ideally, should be split into four weeks each, but I'll only have three for the last one, unfortunately. So I'm going to have to descope for the July portfolio.

          But, for the May piece, I will be working on creating a 3D environment of a concept art by Brian Taylor, titled 'Sci-Fi Corridor'. Since I already have a portfolio piece of the same name, a friend suggested 'The Empty Line' as a placeholder until I can get a better title for it. 

           The primary reference for the piece is provided below:


          PRIMARY REFERENCE

          I like the clean, simple shapes provided by the painter, as, conversely, it highlights the complexity of the environment. I also am attracted to the emission of the lights, which is something I'd like to work on in UE5. Lighting will also be a huge plus in this piece, if I can pull it off.

          I'm gonna use some of the concept artist's WIP shots as references for my own renders, especially during my own WIP shots, in order to see things more clearly. 



          PUREREF

          Bridgehouse