For the art style of the chest we have to use an art style we haven't done before. For example, if we usually do realist, we must use a stylised art design and visa versa. For me, I want to do cell shading, as I have never done that style of art before for my models.
As with task two, we have only three weeks to complete this task.
Aim for this task:
My aim for this task is to get all of the modeling, baking and texturing done within the first week. Then for the remaining two weeks, look at animating some parts of the chest. I have never done any form of animation before, so this will be a learning curve for me. I want to do this now, as if I can learn it, I want to put some animation in my final project. It will be better learn now than learning whilst doing my final project.From research for using cel shading in UE4:
Pros:
- Casts shadows
- Receives shadows
- Uses standard UE4 lights
- Supports normal maps
Cons:
- Cel shades the entire scene
- Diffuse and normal only
- Inefficient
- Reflection/bloom/emmisive will break the Post Process
Research links:
Sketches for ideas:
High Poly Models
These images below are renders of the high poly chest I am working on. Theses have been rendered with Mental Ray in Maya.
I have low poly model of the chest done, however as I am writing this, I am unwrapping the model. The tris count for the low poly model is about 2015 tris.
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