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:
Sunday, October 27, 2019
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:
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