This week we had to bake maps into our model and paint it in substance painter. My Low Res Game Model: The High Res one that was going to be baked onto it: My process in Substance Painter: And my final product: I struggled a lot with fixing UV's that didn't work but overall I think it came out okay. I definitely got the worn look.
For this week we were building a high resolution version of our model, adding details in Zbrush and UV mapping. My high resolution model in Maya: After exporting it out, my sculpted details in Zbrush: And my decimation process before I exported the model out as an OBJ: Finally, my UV Layout for the model, which I found to be the toughest part:
For this week's assignment we had to model a simple prop. Because of how little experience I have with modeling, I decided to model the cannon whose reference was given to us. Setting up my scale in Maya: My reference scale to the mannequin: And then I modeled my cannon following the instructional videos, keeping it under 900 tris: My finished model in Unreal:
For this assignment I decided to try making a Mayan Temple. My cubes in Maya: My textures in Photoshop, I had five total: My material set up: And my finished product:
For this assignment I had a very specific image in my head that I wanted to create in Unreal. I called the idea Tron cubes since they were visually based on the Tron Legacy movie. I set out to create floating land masses out of them. To begin with I established scale using the Mannequin from UE and importing it into Maya: My cube with beveled edges in Maya: I followed a tutorial on how to make the cube light up like in Tron, but I already knew I would have an issue with Maya's default UV Map. I changed the UV map to mimic the Unreal Cube UV Map as closely as possible. Left to Right: Default Unreal UV, Default Maya UV, Final Maya UV. My material instance set up: And finally my finished product!