Monday, November 15, 2021

3D Art HW #12 - Pillar High-Res

 This week around, we were tasked to start working on the final iteration of my runestone.  I started out by creating a high-res version of the stone in ZBrush, with a great deal of surface detail (runes and engravings included, of course).  While I was at it, I also cut a hole into the mesh in the shape of the gemstone I'm using as my new interactable object.




From there, I took the game resolution version of the runestone out of ZBrush and into Substance Painter.  I then baked the maps from the high resolution to the game resolution.  Then, I finalized the surface textures of the runestone, creating a texture for the stone and orange pigment for the recesses.





Then, I took the game-res mesh and the textures, and brought them into Unreal to replace the Proxy.  I also brought in the new mesh for interactable item (the gem, with a simple glowing texture) to replace the old idol one.  I also created a few new smaller grass variants and spread them around with the foliage brush, and rejiggered the textures on the ground plane to hide the seams a little better.  Here is the final result, as it appears in-engine.







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