I still need to UV tomorrow and hopefully block in the base color, took me the better part of a week just to model, even though this is a texturing course, it will be the least time spent in the process.
Sword and Shield Model
Reports. Lumberg... Anyways I Started the third class this year auditing Full Sail Online courses for Game Art. Following the tutorial by Tyson Murphy for Hand Painted Sword and Shield.
Method used: Mesh Tools >
Create Polygon Tool
Wooden Chest. Modeled in Maya textured in Substance Painter, setup in Unreal Engine 4.
*WIP Art Creation for Game Final week.
I realized that I have to go back and add some beveled edges for the corners at least. There are some normal map baking issues. and some AO issues where the geometry is an intersection.
I was learning more about how to use iD maps in Maya by using the Mesh Display > Apply Color to then export a Game Res with the colors applied.
Wooden chest modeled for subdivision smoothing preview in Maya. Holding edges will be deleted for the Game Res, this was to match the silhouette and to help baking before taking this sculpt into Zbrush and Sub Painter.
- Kyle Horne
Wooden Chest Blockout to Near Game Res. *WIP
Modeled in Maya. Will texture later in Substance and setup in Unreal
Substance Painter and Unreal. The base model in Maya. This was my first full week with Substance Painter. I learned a lot
TDR Delay- settings in the Regedit.
Full-Screen Mode - Tab in Sub and F11 in Unreal