Sunday 20 December 2015

BA2A - Week 13 - Development Project


Week 13 Summary

Development Project Final Week

This is the final week and I unfortunately was not able to finish of the piece but I definitely plan to go back to it and get it done as a portfolio piece. Anyhow, it was time to create the rock texture.

Rock Wall

To create the rock wall texture I used the same method as I did back in BA3 with the cathedral. First create a tileable block layout in 3dsMax to later import to Zbrush and sculpt. 


Finished rock wall rendered in Marmoset Toolbag 2 with Tesselation.

 Final thoughts




Unfortunately I did not have time enough to finish this piece but that was to be expected of such as massive project including so many bits I wasn't sure on. However, I did end up learning a lot including a new software and I am definitely more sure on the workflow of making buildings. When i go back to it to make it into a portfolio piece I will re-make the rock texture because I wasn't too happy with the result and of course finish off all the unfinished bits on it. Also I believe it will end up looking A TON better once in engine with decals and polypainted!

Sunday 13 December 2015

BA2A - Week 12 - Development Project


Week 12 Summary

Development Project

Modelling

With the blockout done it was now time to replace the blocks with actual models. I started off by creating the logs. To make the logs I followed a workflow that they used to create the amazing models in The Order which is by using micro detailing in Zbrush, this can be seen here: https://www.artstation.com/artwork/Vy5J5

High Poly log sculpt in Zbrush

Low Poly logs, baked and textured.

With the logs done I started to replace all the shapes, this is now how the building looked like.



 Substance Designer

It was now time to create the roof of the building. A few days ago I was shown the amazing software called "Substance Designer" which is a software for creating tileable textures. I thought this would fit perfectly with my roof so I decided to learn how to use it. After all this is a Development Project so now was the time to learn new software!


To learn the software I looked up different tutorials and I found a great tutorial series on Youtube going through step by step the process of creating tileable textures.



My Result rendered in Marmoset Toolbag 2


Since his tutorial was great I also decided to follow the second part which showed you step by step how to create kitchen floor, although on this one I decided to modify it afterwards and create my own design to it and explore the options. Here is a render in Marmoset Toolbag 2 with two different light setups to see the PBR.


Creating the Roof

To create a tileable roof I also ended up following a tutorial to start with, this was because with only one days of experience with the software I wasn't too comfortable with it yet to start making everything from scratch. I found this tutorial on Art Station which suited my needs perfectly: 

Here is a render of my result from following the tutorial and then experiment with my own settings.


Now it was time to create the roof for my building. I used knowledge iv'e learnt from the first tutorials and the roof tutorial to create something that fit my building. 

Final Roof Texture





Sunday 6 December 2015

BA2A - Week 11 - Development Project


Week 11 Summary

Development Project Brief

Today we got our next project in this Unit which will focus on Specialism. For this project we got 3 weeks to produce a piece that fits with what we want to specialize in the industry. Since I want to become an Environment Artist I will be focusing on Environment Art. We will also have to look at different job specs and portfolios to get an idea of what is required from us by the time we graduate.

3D Environment Artist

As a 3D Environment Artist your job is to furnishing the different game worlds with props and objects. Your task can vary from creating a small tin can to creating a massive building. You will use different workflows depending on what you will be working on which makes it a very varied role. You will also work very closely to the art team to make sure you can maintain the same artstyle as the game provides.

Examples of job specs

Arkane Studios

 Blizzard

Gearbox



Planning

I started off by looking into what kind of environment piece I wanted to create. Since I have very little experience with creating buildings I'd figure now was a good time. It is only for 3 weeks so creating a entire scene might be a bit a bit tough but at least it will give me time to start working on it and introduce me to the workflow.

The piece of concept that I will be working from is the following:

Concept made by Lionhead Studios for Fable Legends

I decided to go with this concept piece because first of all it is a very nice concept piece, it shows me all angels and information I need to create this structure. Secondly I have always loved the wonky artstyle of Fable and most of my work is very realistic so this would be a nice change.

Blockout

From doing some research about modelling buildings I've learnt that Blockout's are the best way to start a project. This is a quick rough model where you don't think about anything but the shapes of the building. There will be no textures or anything, just simply shapes to get the silhouette and forms right.

Here are a few pictures of different angles of the finished blockout.