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3D Class Week 08 Working in a Game Engine With Final Prop

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Finally this week we had to put our model into Unreal. I'm thinking that 3D might be what I'm weakest at, but at least it was a learning experience.

3D Class Week 07 Bake Maps and Digital Painting for a Prop

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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.

3D Class Week 06 UV and Digital Sculpting for a Prop

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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:

3D Week ??? Lego Project Part 02

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Because of Hurricane Irma we were unable to finish the Lego Assignment. Therefore, Nick had us build something in one class. I made a rocket ship:

3D Class Week 05 Modeling A Prop

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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:

3D Week 02 (Minecraft-ish Level)

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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:

3D Week 001 Assignment (UE4 Simple Box Level)

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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!

3D First Post!

3D First Post!