Monday, December 9, 2019

Nerf Gun Final

This week is industry review, and here is what I have to show for the Nerf Gun:





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:


Almost Ortho? (too bad Marmoset doesn't support ortho cameras!) Remove ground shadow on this one?


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.

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.


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:



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.

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:


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:


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:


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.



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.