In addition this week, I done two more tasks - task three time limit was one day. Task four was two days.
Task three's aim: the aim for this was to model something and try to make the textures stylized. Part 1 is rendered within Designer and part 2 was using cel shading blueprints within UE4 - fortunately, I done cel shading before in UE4, so this didn't take long to do. Task three is a recreation of Bender from Futurama. This is a small scale test, to see if I can create stylized textures and use them for my main piece for both SNU and ASU2
Video of some of my work on the Bender model:
Task 4 aim: though I used Zbrush to add details on high poly models from Maya. However, I never done a Zbrush sculpt and then made it low poly in Maya. This week I also quad draw, so I wanted to try it out. I couldn't get use to it so I made up a back up plan: If I couldn't get use to quad draw before hand in, I needed another way to make the Zbrush model in game ready. So I lowered the poly count within Zbrush using Zremesher. I know I need to get use to quad draw within Maya, as it looks extremely handy to make a low poly mesh from a high poly model. But if it doesn't go well, at least I know I have a back up plan.
The texture used for mask was made using different layers of colour and smart masks
Tutorials I Looked at for Quad Draw:
Maya Tutorial - Quad Draw Tool
Create 3d Characters
Retopology for Beginners in Maya
Maya 2017 Update 3: Quad Draw / Make Live Workflow
Websites looked at for Quad Draw:
Autodesk: Quad Draw Tool
Autodesk: Retopologize a mesh with Quad Draw
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