Thursday, October 28, 2021

Common Art HW#10 - Art Style Breakdown

 This week, the group was tasked with doing an art style analysis for the game we were planning to adapt, and then create a presentation based off of that.  Here are my contributions to that team effort:

Slide 7 - Environments:

Slide 8 - Lighting/Atmosphere:



Monday, October 25, 2021

3D Art HW#7 - Blocked Out Environment

 This week, we began the first steps of the project that we're going to be spending the rest of the semester on - a virtual reality environment created in the Unreal Engine.  This week, we had to block things out with simple proxy versions of our future models - some grass, some rocks, a landscape, and a big central element.  I chose to create a scene featuring a big nordic runstone in the center.  The interesting details will come in later once I get to do secondary details on it.









Thursday, October 21, 2021

Common Art HW#9 - Art Style Guides (Understanding Story)

 This week, as part of preparation for the artist's big multi-semester project, we had to get into our groups to create a powerpoint outlining elements of the Hero's Journey in the media we're adapting from.  We'll be adapting from Pokemon (the plot of Pokemon Red, to be precise), so we matched the steps of the Hero's Journey to that.  Here are my contributions to the presentation:

Hour #2 - Assistance - when Professor Oak gives the protagonist their starter Pokemon.

Hour #3 - Departure - when the protagonist properly sets out on their adventure on Route 1.

Wednesday, October 13, 2021

Rapid Prototype Production Showcase - Tree of Life

 During round three of Rapid Prototype Production, I worked as a 3D artist on the game "Tree of Life."  This game's focus was to be an educational game, to teach the players about the principles of evolution and the classification of life through the gameplay.  The player took on the role of a scientist dispatched to an alien planet to photograph and classify the native organisms.  My biggest contribution to this project was designing the aliens, and outlining their evolutionary history.  I kept their designs simple and geometric, so that the morphological differences, which are how the player was expected to classify them, would be easy to notice.  Here's a showcase of the creatures I made, as well as the environmental assets I contributed to the project as well.
























Monday, October 11, 2021

3D Art HW #7 - Texture/Material Creation and Final Display Of Work

 This week, I was tasked to finish up the chest model I've been working on - namely, texturing it up in substance painter, and then pushing it into UE5 to present it all professional-like.  I also went back and fixed a few of the issues that were making my chest look kind of bad at the last checkpoint, too.  Here are the results of my efforts.




And here is the video that was rendered out from the engine:



https://www.youtube.com/watch?v=kgkaQBE9aYA






Thursday, October 7, 2021

Common Art HW #6 - Use of Perspective

 This week, we were tasked to build a scene in Maya, give it various render passes in Arnold, and use those passes to create an image in photoshop.

I begin with the PureRef board I used as inspiration.  I decided to do a sci-fi scene with alien ships flying through space, in accordance with this week's "transport" theme.  My alien ships were inspired by a selection of alleged real-world UFO pictures and sightings, to give
it a unique, yet classic, sort of feel.



From there, I went into Maya and designed my spaceship.  Then, I developed a scene for these ships to be in.  I modeled a few simple space rocks, and put a large sphere in the background to serve as a planet.  The ships had a few different materials to give them a little extra visual interest.  I gave it some simple lighting with Arnold area lights, and rounded things out with an infinity wall in the back.  Then, I took my various renders.

Finally, I went into Photoshop to create the final results, assembling the rendering passes into this completed image.  I decided to go with a palate of cool colors - greens, purples, and blues - to give it an almost ethereal feel.  I turned the planet into a gas giant with the addition of some neat gradients.  I decided that the space rocks must be part of the rings, so I added in the rest of the ring in the background alongside some stars.  I also added a little bit of an airbrushed glow around the lights on the saucers, too.  So, here we have it - a small fleet of flying saucers, soaring through the rings of a gas giant - my interpretation of the "transport" theme, and my submission for this assingment.





Monday, October 4, 2021

3D Art HW #6 - High Resolution Sculpting and Initial Map Baking

 For this week's homework, we had to take the thing we created last week, and continue to iterate upon it through another series of video tutorials  Here are the results of that process.  As requested, a screenshot was taken along with the content of each video.


















Personal Portfolio Development - Project 3, "Week" 4

 Okay, so, it really hasn't been a week.  My Ventures project didn't need any more props or environment assets from me, so I wound u...