This week is industry review, and here is what I have to show for the Nerf Gun:
Monday, December 9, 2019
Monday, December 2, 2019
Nerf Gun High-Poly Renders and First Bake
This week I worked on finishing up the high-poly, and did some beauty renders of it this time inside of Marmoset. I also began working on the low-poly and UVs and did my first test bake on the model.
High-poly Renders:
Another shot at high-poly. Additional details will be added once inside Substance Painter.
First Bakes:
First initial bake. AO, normals, thickness, and even albedo color from the materials being used on the high-poly. As you can see, I am having some color bleeding onto some areas. Probably from not using a cage. I am hoping when I bake using the naming convention method in painter will clean up some of this. Or I will either edit the UVs or clean it up in Painter. Also you can see I tried to bake those screw holes into the body of the gun on the low-poly without creating geo for it. Bad mistake... but I think I can fix it in Painter.
Another image of the initial bake, this time without the color map.
Wire-frames:
High-poly wire frame.
Low-poly wire frame.
High-poly Renders:
Almost Ortho? (too bad Marmoset doesn't support ortho cameras!) Remove ground shadow on this one?
First Bakes:
First initial bake. AO, normals, thickness, and even albedo color from the materials being used on the high-poly. As you can see, I am having some color bleeding onto some areas. Probably from not using a cage. I am hoping when I bake using the naming convention method in painter will clean up some of this. Or I will either edit the UVs or clean it up in Painter. Also you can see I tried to bake those screw holes into the body of the gun on the low-poly without creating geo for it. Bad mistake... but I think I can fix it in Painter.
Another image of the initial bake, this time without the color map.
Wire-frames:
High-poly wire frame.
Low-poly wire frame.
Monday, November 25, 2019
Monday, November 18, 2019
Monday, November 11, 2019
Knife Render
This week we completed the knife low-poly model. Here are my renders of the low-poly and the high-poly.
High-poly model sculpted/rendered in Zbrush, and post-processed in Photoshop.
Low-poly model at 1,477 triangles with a 2k textures rendered in Marmoset.
High-poly model sculpted/rendered in Zbrush, and post-processed in Photoshop.
Sunday, October 27, 2019
Knife Block Out.
Starting the knife assignment. I chose to make a 'next-gen' version of the classic Counter-Strike knife.
Reference:
Maya block out:
Maya block out of booleans to be used in Zbrush:
Zbrush screenshots:
Reference:
Maya block out:
Maya block out of booleans to be used in Zbrush:
Zbrush screenshots:
Thursday, October 17, 2019
Cannon Final
Here is the final images of the cannon before the first industry review. This was a very fun project to work on.
Wednesday, October 16, 2019
Cannon on Artstation.
I uploaded the cannon model to my website: https://www.austinlabarbera.com/projects/w8dq09
Here is the current render in Marmoset:
Wireframe:
I also uploaded a web viewer of the model to be inspected.
Here is the current render in Marmoset:
Wireframe:
I also uploaded a web viewer of the model to be inspected.
Monday, October 14, 2019
Cannon Texturing
This week I am continuing to work on the cannon. This time focusing on the textures and rendering.
Here is a render of the cannon with its most up to date textures:
Original reference image:
Side ortho view:
Here is some process renders as I was texturing:
Marmoset Render:
Getting some issues with the lighting, and roughness values.
Cannon inside of UE4:
Here is a render of the cannon with its most up to date textures:
Original reference image:
Side ortho view:
Here is some process renders as I was texturing:
Marmoset Render:
Getting some issues with the lighting, and roughness values.
Cannon inside of UE4:
Friday, October 11, 2019
3 Point Lighting
This week we were assigned with a task of taking a photo of a subject under a 3 point light setup and trying to replicate the lighting results.
Here is the original photo:
Here is my attempt at recreating this light setup:
Here is the original photo:
Here is my attempt at recreating this light setup:
Sunday, October 6, 2019
Cannon topology/UV clean up. Baking maps to prepare for texturing.
This week I looked over what was causing some of the baking errors from earlier, and needed to get the polycount down. I got the triangle count from 14k down to under 10k. I also relayed out the UVs and solved most of the errors.
Wireframe:
9,655 Triangle | 5,092 Vertices
UVs:
Post baking:
World-space normals:
Curvature bake:
AO bake:
Color ID bake:
Wireframe:
9,655 Triangle | 5,092 Vertices
UVs:
Post baking:
World-space normals:
Curvature bake:
AO bake:
Color ID bake:
Sunday, September 29, 2019
Cannon high-poly renders.
Continued working on the cannon this week. Sculpting the steel, and fixing up the wood. I did some test bakes in Substance Painter and found I needed to bump up the damage intensity in the sculpt for some of the details to bake better. At the same time, some areas I didn't sculpt much because I don't want the normal map to be too noisy when adding texture information later.
Here are the high-poly renders:
Also went in and turned on Poly-Paint for baking material IDs.
Afterwards I changed the model hierarchy to meet the naming convention "_low and _high" that Substance Painter uses for more accurate baking.
Here are the high-poly renders:
Also went in and turned on Poly-Paint for baking material IDs.
Afterwards I changed the model hierarchy to meet the naming convention "_low and _high" that Substance Painter uses for more accurate baking.
This would probably drive a TA crazy, but this can be changed later and should make baking easier.
I did some test bakes in Painter and am still experiencing some bake errors, but for the most part I think it is working correctly.
The bake really softens a lot of the details, but I am mostly okay with this because I want to be able to control the added detail inside Painter and was afraid I would get a lot of noise in the normal map later on. Also, the reference photo I am using doesn't have the most damaged wood and steel.
Reference photo:
Monday, September 23, 2019
Cannon Sculpt Process: Wood Material
Here is this week's process on the cannon high-poly model. This week I focused on the wood grain for the wood material.
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