Monday, December 5, 2016

Project 2 - Floating Platform - Completed

After adding an emissive map and pretty much redoing the entire diffuse map.. The platform is completed! It is viewable on Sketchfab below!

Project 3- House Update


To the house, I added a series of props so it fills out the environment more. I have two things left I need to do with the props overall before I consider it completed. I need to add a metal / roughness mask to the all the metal parts, and touch up on some of the textures I am not a huge fan of. All of the weapons are low-poly since they are smaller parts on the scene.

Monday, November 14, 2016

Project 3 - Blacksmith House - WIP

This was a fun project!! I am planing on creating props to add to this house to give it a better feel for blacksmithing. The props can be seen in the concept art. :)

Project 2 - Floating Platform - WIP

Here is my second Project. I am considering this a WIP, as we had some weather issues that cropped up. I plan on touching up the diffuse map and adding a particle effect on the crystals in UE4.

Sunday, September 18, 2016

Semester 4: Project 1 Final

This is my updated version of the Cenarion Hatchling from World of Warcraft. These screenshots display a normal map, AO map, alpha mask, emissive map and diffuse map. The biggest difference between doing an environment piece and a creature has definitely been hiding the seams. Hiding the seams was a massive challenge on this project.

I am mostly pleased with how I textured everything and its most easily visible from the back.










Sunday, September 11, 2016

Semester 4 Project 1 Update

I finished the high-res sculpt of the hippogryph hatchling, I referenced the updated hippogryph model that WoW has and tied some aspects to this baby version to update.

What I noticed about their improved art style is that the middle of the models tend to have tufts of fur or feathers, while the sides of the model stay pretty flat. It gives a great illusion that fur/feathers are coming off the model when it isn't. It makes the model fill out more and is quite smart. I used this technique on the rear of the hippogryph, lifting up three feathers.

I do plan on putting feathers around the hind ankles still, but I will save that for last.

My low-res model ended up being 4016 tris which is still higher than where I would like to be. Most of that geometry makes up the antlers, bird feet and making the model animation ready with circles around the joints and eyes.

My normal maps baked out fairly well. I will have to do some minor adjustments on them to make them perfect.

My next step for the last week is to texture and color the model and add the alphas in.



Tuesday, August 23, 2016

Semester 4: Venture Track

Along with doing a portfolio piece every month this semester, we have a class called "Venture". This class makes up start a pretend company and we have to create a business using different techniques we learned. The artists have banned together and decided to "start" a company to be an asset store. My first objective for this company is to make a few different material balls to better show off some digital painting and texturing skills.

Semester 4: Project Ideas

My ultimate goal is to work for any MMORPG company, so for this final semester, I am finding props, characters or environment pieces from popular MMORPG's and making them.

Here are my three ideas for the semester:

The first portfolio piece I want to make is the Cenarion Hippogryph Hatchling from WoW. It's an old model, and I feel like I should be able to make an updated and better version of it. I also do not have strong ZBrush pieces, and think this would be a great one to start with.

My second month project is another small diorama that will be use ZBrush skills.



And my third project will be yet another environment diorama, the second image below. 



Project 2: Final Diorama

With the conclusion of the summer semester, the diorama is finished!

All final shots of my projects will now reside on my portfolio website at: kcbradyart.wordpress.com

Please view my final project there to see the results!

Monday, August 1, 2016

Project 2: Diorama Textured

After laborously and furiously learning how to texture, this was my final result. We have one more week to bring this to life, but this is my static image of all the texturing working together.





Monday, July 18, 2016

Project 2: Diorama Halfway Point

Whew! This has been quite a project so far, and one I am not used to the workflow of. Since I am going for a stylized look, I will not be using ZBrush for this assignment, however, making sure the composition and the proxy colors are extremely important. I've been working closely with the concept artist to get a look that appeals to both of us. My halfway point is doing a first pass on color and making a more finalized composition. These next two weeks will be heavily involved with texturing which I'll use MudBox for.








Project 2: Diorama Halfway Point

Whew! This has been quite a project so far, and one I am not used to the workflow of. Since I am going for a stylized look, I will not be using ZBrush for this assignment, however, making sure the composition and the proxy colors are extremely important. I've been working closely with the concept artist to get a look that appeals to both of us. My halfway point is doing a first pass on color and making a more finalized composition. These next two weeks will be heavily involved with texturing which I'll use MudBox for.

Monday, June 27, 2016

Project 2: Koi Pond Diorama

For my second project, I am going to be working with a concept artist to plan and create a style for a koi pond scene. It's going to be highly stylized (Wildstar) with bright colors and a hand painted look. I plan on spending a lot of my hours on the texturing aspect of this project. I will be mimicking the brightness and shapes from Wildstar to use in the project.

Monday, June 20, 2016

Final Gun Project

Here is the final update for my gun being shown in UE4. There is a Blueprint attached to the gun to make it spin, and the yellow is a slow pulsing emissive mask.

Poly Count: 9,472








Monday, June 13, 2016

Update 2: Bakes + First Pass Color

This is the second update for my gun. This week I UV'd, baked out the maps, and did a first pass on color.





Wednesday, June 1, 2016

Update1: Proxy Gun Stage

Here is my proxy that I made in Maya, and my high-res sculpt in ZBrush... The sculpt took me longer than I would have liked, but I learned a loooot of hard surfacing beginnings to help me through any process going forward. Lots of edge loops, alphas and ZModeler. 




Wednesday, May 18, 2016

Summer Semester Project

I have decided I want to lean more towards prop making. I enjoy how each prop is a new challenge and you are able to make interesting shapes and new challenges.

Since I still want to explore hard surface modeling, I have decided to try to do a gun this round to practice my hard surface and interesting shapes.

I am also going to do a fusion 360 tutorial on how to make a knife.

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Sunday, May 1, 2016

Semester 2: Final Project - Knight

Continuing off from where I posted, I have finally completed what I was assigned for the final project. It was a great learning experience and I learned a lot of things to do differently for next time.

Here is the final result of my project as shown in the UE4 engine.


This was my pipeline for this project:

1. Block out proxy shapes in Maya
2. Sculpt in Zbrush
3. Retopo for a low-res model
4. UV low-res model
5. Bake out maps in Substance Designer
6. Export everything over to Substance Painter
7. Paint on textures
8. Touch up textures as needed in Photoshop
9. Import everything into Engine and hook everything up

Some of these steps I had learning opportunities with, but I overcame each one. My favorite part of the entire process was putting it all together in the engine and hooking up all the materials.

The metal and the cloth have different values and I think that shows nicely.


Things I learned:
1. In the beginning, I spent way too much time on the proxy mesh. I knew that the mesh would be tossed out, but I tried getting every little nook and cranny as nice as possible, and that just wasn't necessary. As long as I had the overall shape and nice edges, I could have proceeded.

2. Zbrush was the biggest challenge for me because I am still unfamiliar with the program. I could have spent the whole year in Zbrush trying to get the piece the way I want it to look and still not have accomplished it. Anyway, I also learned when to keep pushing forward here. I cannot say I was satisfied with my result in Zbrush, but I had to keep going forward.

3. ReTopoing was not that bad at all. It was a nice busy work to sit down and work through problems. I heard this process makes more sense with time, so while some of the geometry is a bit wonky, I am hoping to learn better techniques for this as I move forward and continue working on this part.

4. UVing was fine, however I didn't learn until I was texturing that some of the UVs were pretttty weird. I need to check them and take them seriously before moving forward.

5. Baking the maps, behind Zbrush, was the second most difficult thing to do. It took about five or six tries for the maps to bake out properly, but even then, they didn't bake out nicely. I had fixing to do.

6. Painting in Substance was fun, and I tried to consider the small, medium and large detail, but also took the concept art into consideration too. Next time, I need to consider making textures a bit larger, as they were hard to see and I had to redo them.

7. I actually enjoyed figuring out the Alpha maps and hair cards for the helmet. I think those turned out just swell.

8. My other favorite part was at the very end, watching the whole thing come together in UE4 and setting the materials up. I am learning the importance of all the maps, how to make them, and hook them all up. I also had the chance to properly pack maps into 1 pack rather than import half a dozen. It was nice to touch the engine again.

Monday, April 18, 2016

Final Project: Mid-Point Check

Here is an update for what I've been working on for the past two weeks.

I began by creating block proxies for each armor piece in Maya.


Next, I took these shapes and brought them into ZBrush to begin sculpting. Sculpting is the stage where I currently am right now. I have certainly learned a lot so far in this process, and I still have some adjustments I need to make on the sculpt to tighten it up better.

1. I need to make sure the proportions are better.
2. Need to make the cloth feel heavier.
3. Fix the wrinkles.




Wednesday, March 30, 2016

Final Project

We picked our final projects this week and I have decided on mine. For my capstone game, I am going to be making a lot of environment assets, so to break it up, I want to try making something different that I love. Armor!


For my final project, I am going to be modeling, sculpting and texturing the bust of the character above.

Week 10: Substance Painter

Another fun week working on the helmet using Substance! :D This is such a great program that really makes realistic painting easier to accomplish.


This is my result from this week's lesson. I played around with forming lots of folders and having structure for all the different areas of the helmet to change materials.

After I put each area into it's own folder structure which involved having a fill layer of different materials, I set up each material to reflect how I wanted it to look.

Then, I went head and played with all the settings to get something that was looking good and set up the color scheme.

I used many tips from the video to play around with different methods to accomplish the look I wanted.

Lastly, I hand painted some dirt and scratches along the surface. I would have liked to play around with edge damage more like what I did in Substance Designer.

Wednesday, March 23, 2016

Week 9: Substance Designer

This was a fun week! We learned how to bake all of our maps in Substance Designer rather than in Maya or another program.





While working on the helmet, I didn't think the helmet was scratched or beat up enough. It looked too perfect. While flipping through the options, I found a weathering option that adds rust to the helmet and was able to get a nice gradient of rust effect on the helmet which weathered it better. Here are my results from that exploration. I wish it would have kept the yellow trim, but it looks good with just the straight black too.




Substance Designer manages to make everything just look better. This was a fun program to use! Lots to explore and playing with the nodes are really rewarding when you get them to work.

This week, we took a helmet model that was provided to us, and played with the nodes.

I spent my time figuring out the masks and adding different textures to each area of the mask that was created. I also figured out how to get the visor to be transparent. :)

I found a nice cell noise pattern that made the helmet look like camo, and accented that camo with a golden color. These both share a texture.

The visor I tinted the same reddish-brown as the edges of the helmet.

While working on this helmet though, there was only one thing I could think of:

(Specifically the red one.)