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.


 










Friday, September 20, 2019

Frank Frazetta Value

Here is the image I chose for this assignment:

 

Here is my value modifications: 

Flat Shading



Lighting pass

 

Lighting pass 2 





Monday, September 9, 2019

Starting the cannon high poly.

Starting the high poly in Maya. Doing the hard surface modeling that needs to be baked in, will export high poly base to Zbrush later.




Cannon Proxy Block Out

Starting to block out the cannon scene.




UE4 Render


Friday, September 6, 2019