This week I pushed the other proxy objects to high poly. As well I UV'd all assets.
Monday, March 27, 2023
Monday, March 13, 2023
Monday, March 6, 2023
Environment Art Project Week 1
This week for the group larger Environment project we are at block out - ready to sculpt stage. I made a Wall that can be tillable for the environment. These renders are in Maya and Zbrush.
Zbrush Render
Maya
Sunday, February 26, 2023
Hard Surface Modeling Part 04
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
Monday, February 20, 2023
Hard Surface Modeling Part 03
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.
Monday, February 13, 2023
Hard Surface Modeling Part 02
This week we upRez the Block out moved to Zbrush and finalized shaped and other pieces like the pins that needed to be made.
Monday, February 6, 2023
RoadMap - week 2
https://www.artstation.com/davey3d/collections/2210375
This Collection I was looking at Setting an Environment. After talking to a friend in the industry and watching some interviews the role of an environment can include set dressing, block outs, layouts, and Level design Artist responsibilities. Thinking about how I set up Environments I wanted to think about what I saw first, lighting the area and how that guides the player around the level, and the story that is told with the object placed in the scene. The two last of us do similar things in different ways. The back room of the theater on the top left has all of this extra wall coverage and meshes around to show how lived in the area and also dirty. The Aquarium Scene wants to pop with the light coming in from the top and the whale meshes hanging from the roof. As you look more from the whale you can see the location of all the plants and foliage around the area to show that time has passed since someone has been to this building.
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
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Week 1 ( Basic Scene to Zbrush ) Week 2 ( Designer materials and foliage ( 2-3 Tress types and 2-3 grass types) Week 3 / 4 ( Texture, Se...
































