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Week 4 & 5

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_______________________________________________________________________________________________________________________ Redoing Stuff After some feedback from my tutor, pointing out some problems that could be fixed and made, more accurate to the reference, I decided I would go back and do them. That involved completely redoing all of my cushions. I was originally going to only redo the bottom cushion you sit on, as I wanted to get more of a curve at the front and some of the shapes better, but I  decided to redo all of them, and try to improve the high poly model in it's entirety. _______________________________________________________________________________________________________________________ Retopology Because I have remodeled my high poly, I also needed to retopologize the cushions again, which I had already done before, and is a very tedious process, getting the shapes of the bumps and trying to keep the topology consistent. This took quite a few hours to...

Week 3

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Quad Drawing Now that I have finished my highpoly to 99% as there is always some changes that will probably be made soon in the future, I can start modelling the low poly. For this I just exported my ZBrush high poly back in Maya after decimating the mesh. The only parts I had to quad draw was the leather cushions and the sculpted front legs. The rest of the chair already had a low poly from the first stage of the modelling process. While Quad drawing my cushions, I kept it quite high poly and dense in the cushion-y areas, as I want the normals to bake better and to be able to see the indents from the side of the chair. The entire poly count of the chair is 20,034 tris. This is quite a lot, but with the use of LODs in Unreal, I reckon it is well worth it to capture what I deem, necessary detail while you're close to the chair. _______________________________________________________________________________________________________________________ UV Maps Afte...

Week 2

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__________________________________________________________________________________________________________________________________________ Day 1 I have updated one of my pages that I found quite useless, since I already had an environment page full of inspiration, to a materials/texture page. This is a guide of the kind of details I want to see in the final model. The small scratches in the leather and wood, fading. Stains in the leather from drinks, etc. Chips in the oak. The aged brass from the wheels. These small details that make it look so much more believable. _______________________________________________________________________________________________________________________ [REDACTED] After getting very useful feedback from my tutors, I added another page of materials and details research that I want to include in my process. Maya Now it's time to start getting a move on with the modelling. I started to block out all of the shapes...

Week 1

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Advanced Specialism: Prop Art Day 1 _______________________________________________________________________________________________________________________ Starting out, I have been tasked in choosing what I want to do for the large scale upcoming group project for my third year at Escape Studios. I chose prop art  as I feel that my modelling is what I'm good at. I have recently learned more sculpting and Zbrush based workflow, allowing me to increase my quality of assets, along with the chance to learn a new and trending industry workflow called photogrammetry , giving me an edge when applying for jobs in the future, adding this to my portfolio. For prop art  I must create two models. One created using traditional methods, and another using photogrammetry.  Victorian Leather Chair: I want to showcase a wide range of skills and this is why I chose this as a prop I want to make, traditionally, using reference online and from titles such as Visage ...