Friday, May 28, 2021
Sprint #8 Delivery VR Project
Sunday, May 23, 2021
Portfolio Piece 01 - Week 01
Time to start the Summer semester off with the first assignment of 3D Art III. We are now spending class time to create personal portfolio pieces uniquely tailored to our interests and what we want to do. After picking out some choices and getting feedback from Nick Zuccerello, our teacher, I landed on creating a League of Legends fan skin with WINTER WONDER AMUMU:
| Main concept art by Noah Warner |
I am a big fan of Riot Game's League of Legends and in my opinion, they have fine tuned their hand painted art assets to be a staple of the franchise no matter which game in the in-game universe. From what use to be low-poly low res art has become one with more of a style with a personal touch. I was browsing through Google and Artstation and came about this fan concept of Amumu, a champion from the game. Personally I don't play the champion much, but I have always enjoyed the whimsical sad vibes of the character that it has become synonymous for. However, the champion is outdated when it comes to his model, animations, and VFX. One way a champion is able to have some changes is through skins and I feel in this case, even though Amumu has a Christmas theme skin, this one gives him a Cuphead feel while incorporating elements of the holidays. His signature sad face is still present and is a ironic contrast to he warmth and celebratory nature of Christmas.
Since everyone has different projects, we need to have a custom plan of attack to have a finished product in four weeks time. At the moment, we are at week 1, but time is money and we need to get working in order to make best use of time to create a well polished project by the end.
Here is my plan of attack:
Week 1: Block out to high res sculpt
Week 2: Game res/UV, begin texturing (AO/gradients/base color)
Week 3: Texturing and polish, start rigging
Week 4: Posing, final display of work
When it comes to displaying the work, I want to follow more of what I have been seeing when it comes to displaying work for League of Legends. In the case of the characters, there is a big emphasis of having the character be shown on the game's Summoner's Rift map. The reasoning being, is because it's important to get a sense of scale of how the character fits into the game as well with it's surroundings and other champions/assets. I want to also be able to display the champion posed to with effects drawn in to help visualize the skin in action with it's own abilities with the Winter holiday twist. A big inspiration when it comes to the display of the work will come from Yekaterina Bourykina, who happens to also have made my favorite skin in the game: Spirit Blossom Ahri.
Week 1 Progress Check:
Even though we are free to set our own pace and schedule for this piece during the allotted time frame, I was very eager to get started with it as a dream company of mine is Riot Games and I want to create art of League of Legends. To start, I began with a simple blockout inside of Zbrush:
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| Zbrush Blockout |
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| Zbrush Sculpt as of Week 1 |
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| Front and back of the block out to help me better visualize the lights |
Monday, April 26, 2021
Module 4 - Environment or Vehicle Part 03
This is the final week when it comes to our collaborative environment piece. For this week, I was able to figure out how to export the texture maps from Substance Designer successfully with making the sRGB work as intended. Apparently exporting as a linear color source and then ticking sRGB in the texture's settings in UE4 allowed for the colors to be like how it is in Designer. I also ran into an issue when it came to the lighter colors; lighting will be important in making sure the materials come out well.
As for the actual materials, I was able to set up vertex painting finally. In order to tile the textures, I had to add texture coordinates in the material editor to tile the different texture maps. Going forth, I need to fix up how much to tile for the type of material and paint the island nicer.
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| Sample of vertex painting |
Friday, April 23, 2021
VR Sprint 7 Delivery
Monday, April 19, 2021
Module 4 - Environment or Vehicle Part 02
Following with Spring break, we have no resumed our classes and this is technically our second week with working on our collaborative environment assignment. Last time, I created a base stylized sand texture I followed a Udemy tutorial by Jose Moreno. This week, I expanded on it by taking heed from Nick Zuccarello's advice on setting up for the vertex painting to create a varied environment when it comes to tiling textures.
Following the above picture, I have created the following materials to represent them below.
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| Wet Sand |
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| Rock + Sand |
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| Sand + Rock |
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| Sand |
Outside of that, I have imported them into the UE4 project with a main material and created multiple instances to house the various texture maps for the different materials I have created. For the following week, I will be implementing the materials through vertex paint to retexture the sand on the environment. I will also make sure to adjust my pebble colors to reflect the colors used by my teammate Crissy Peters as she worked on the actual rock meshes that will placed around the map.
Monday, April 5, 2021
Module 4 - Environment or Vehicle Part 01
For this new module, we have been separated into separate teams to work on an environment piece that will all be brought together in the end to create an island/ship experience. I have been placed on the island team and tasked with creating three variants of tileable textures for the island sand. I feel that this is a good opportunity for me to work on learning more about Substance Designer as it has been a while since I have last used it.
As for what I have accomplished this week, I have began looking into a tutorial I have that involves creating stylized textures inside of Substance Designer. Besides going over the basic interface and functions of Substance Designer, it has a category involving creating stylized sand. I was able to follow it and create the following results.
I think this is a good starting point for creating the tileable sand textures. Now that I have this base version, I can iterate and modify it so that I can create the three different versions that I can use when it comes to vertex painting them onto the island mesh inside of UE4.
VR Sprint 6 Contributions
For this sprint delivery, I was primarily tasked with working on creating the grass for the environment. Nitin had originally had 3D meshes for grass, but there were concerns for performance when it came to being a VR experience. As such, I focused this sprint on using cards to create more animated and lively grass while still being light on performance.
I had first created different painterly style cards when it came to the grass:
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