Pages

Showing posts with label Stylized. Show all posts
Showing posts with label Stylized. Show all posts

Sunday, 8 June 2014

Formative - Rock Sculpting in ZBrush

High Poly


First time sculpting rocks in ZBrush. I followed a few references and tutorials, and experimented with different brushes.

Result in the picture is a few hours of playing around with brushes and alpha and about 2 hours of actual sculpting.

I started out with Zspheres, built up the base and used Move brush to form the shape. I then used the Planar brush in combination with a messy alpha to draw out the hard edges forming the chunks of rock. Bit of smoothing, Dam Standard, and regular Planar to clean up, as well as playing around with the rock brushes I got from class.

I worry I might have bit off more than I can chew for the texturing, as I plan to do a hand painted stylised texture.

LOD and Texture (First Submission)

These are the LOD and textures I had for the submission of this formative, which took me by surprise as I didn't read deadline on the formative brief properly. I was planning on having my hand painted diffuse done by this afternoon, but the formative was due first thing in the morning.

This LOD is at 600 Polys.





Diffuse, Normal, Specular, Occlusion

The SketchFab model currently has some issues with normals/occlusions that causes some black patches.


Friday, 21 March 2014

Project GLM Team Modelling - Western Sci Fi Modular Environment

The first modelling assignment of my 2nd year in Media Design School.

5 artists (including myself) banded together for this task (as required), which was to produce modular pieces for a modular environment, similar to the previous post.

Out theme was Western Sci-Fi, and we chose to model a mine, complete with rail tracks and support beams. Our art style was stylized, cartoon-ish, drawing inspiration from games such as the Orcs Must Die series and WildStar.

Concept of room pieces.

Eventually we chose which pieces we wanted to do. I chose the mine rail tracks.
Mine track concept.


Model - work in progress.

Renders and screenshots of the completed straight rail pieces below:

Orthographic top view.

Orthographic side view.

XNormal render 1.

XNormal render 2.

After adding some rust and aging effects with dDo for the first time.
Diffuse Map - I intended to add the curved rail piece and pipe pieces as well, however I did not manage to finish it on time and left them out in the end, thus the poor utilization of texture space.

Specular Map.
 This was the first time I've learned how to make a Specular map correctly, and also the first time I've used an Ambient Occlusion Map.

Ambient Occlusion Map. Never made one before, and this first one was rushed, so I think it turned out very poorly. 

Baking my normal map was troubling. I ran into problems using XNormal, and ended up resorting to using the old Maya transfer maps option. I baked a higher model piece, though the differences are subtle.


Normal Map. Baked from high poly in Maya.


Wednesday, 24 April 2013

GA1J01 Board game Beta




The board (beta) for my group's board game (GA1J01 - Game Design Principles). Just finished drawing it up.