Tuesday, February 19, 2019

3D Art - Week 22

Organic Head Bust Project

Male warrior head bust references:






My beginning sculpt and the process towards adding the mohawk by painting a mask and then extracting. Then moved forward in adding details, and moving areas around the face to match the bust better. I believe I'm at a comfortable halfway point...








Monday, February 18, 2019

3D Art - Week 21

Hard Surface Modeling - Bake & Texturing
























And finally...Yay! the texturing in Substance Painter!




Monday, February 11, 2019

3D Art - Week 20

Hard Surface Modeling - Resurfacing / Baking / Textures

This last week I had to go back and fix some of my meshes, and continue to finish some of my missing pieces.



Then off to Zbrush for resurfacing...








Monday, February 4, 2019

3D Art - Week 19

Hard Surface Modeling - Nerf Gun (Wk2)

This week I continued the Nerf gun. I started with fixing the front barrel. 






Next, I booleaned the exit holes. Then cut that part into a pie portion, rotated by 
60 degrees, duplicated and shift duplicated for the circular portion.

















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.