This week I added texture to the grenade adding color and dirt and damage. This week I learned a lot about substance painter and the best practice for realistic damage and grunge.
Rendered in UE5
This week I added texture to the grenade adding color and dirt and damage. This week I learned a lot about substance painter and the best practice for realistic damage and grunge.
Rendered in UE5
This week for the hard surface modeling project I moved on to Low poly and UV. This week I also baked and took care of any baking issues. Next week I'm moving on to texturing and final renders. The Renders are in order of maya, Painter, and UV snapshot.
This week we upRez the Block out moved to Zbrush and finalized shaped and other pieces like the pins that needed to be made.
https://www.artstation.com/davey3d/collections/2210375
The room from doom shows how lighting is guiding the player into the control area. The light fills the area as well as the cord that tracks from the entrance of the room to the controller area with blood placed in the entrance and then again at the end of the cord. The Cyberpunk Scene sells this feeling of sterile, emptiness, slightly concerning the red light in the middle offers some hesitation. The breakdown of the bioshock infinite scene is just filled with little breakdowns of all the techniques used to bring everything together. ( Mod kits, Materials/tileable textures, lighting, vertex painting
For this assignment I attempted to clear two challenges at once the 80% in shadow challenge and the different time of day shot. My goal was to have a similar shot and layout at different time of days would impact the mood of the image going from anxious to calm.