Monday, January 28, 2019

3D Art - Week 18

Hard Surface Large - Nerf Gun

I began box modeling in Maya with an image plane of the Nerf gun and then extruding some edges. Continuing to then use the Boolean - Difference option to cut out the main center portion of the model.









































Then, I used a new tool (for me) the Latice Deformer, that helped with grabbing the vertices on the bottom portion inwards. Then continued cutting out Boolean screws, and ultimately adding polys to hold the figure together in smooth mesh.














Monday, January 21, 2019

3D Art - Week 17

Hard Surface Modeling (cont.)

This week I focused on adding some of the missing parts of the knife, such as the small loop on the blade; redoing the negative ridges across the top for the handle and adding the six holes, along with redoing the screws and negative circles. I had several dilemmas trying to export fbx pieces for the booleans that were already created, so I wound up redoing a large part of the Booleans in Zbrush for merging the knife.







Next, I started the retopology for the pieces, using what I already had after "Converting to Mesh Polys" and reducing the polys. Then UV'ing them to be baked.

































































Sculpted in Zbrush to add some aging and separated portions by polypainting groups.

Then exported in the mesh with Texture layers to separate the parts and age the knife.




I exported the textures into Unreal and brought in the mesh. Then created a material for the infinity wall and brought those textures into Unreal.












Thursday, January 10, 2019

3D Art - Week 16

Hard Surface Modeling 

First, I created the cube in Maya, and then brought in the image plane on the side orthographic view, then exported as an fbx for Zbrush.
Next, I brought in the cube into Zbrush, and fit mesh into the box.
Next, I went back into Maya and used the Create Polygon tool to create the blade portion of the knife, adding lines to hold the figure. Then extruded, and closed bottom portion to join to center. Then used the crease tool to sharpen the look around the edges. Lastly, I exported as an fbx.
Next, I brought the proxy blade as a tool into Zbrush, and flipped the image plane to match the Maya fbx.
Next, I went back into Maya and added polys with the multi-cut tool for the blade. Then converted the blade mesh into poly's and added a blinn to accent the edges. 




After exporting the grouped fbx (with combined portions) into Zbrush, applied the Live Boolean master and highlighted the negative portions. Once 
Then, I started creating the handle proxy on the side orthographic view. Once it was creased on the outer edges, then I started on the other components. Then coverted the group into poly's.




Once I brought the fbx handle into Zbrush, I had to separate the long and short cyclinder tubes and use the Zremesher, then Zmodeler to control/shift to separate the portions. Then used the negative icons on the Subtool layers to negate the parts that are empty.






Once I was the handle was done, I appended the blade that had been "Live Booleaned" and Dynameshed to this group of Subtools...and this is my final piece. I definitely learned a lot and appreciate all of the details that it takes to make one of these.