Sword and Shield Textured

Work In Progress / 13 June 2020

Here is the result from last weekend. There are some things to fix of course.




Sword and Shield Modeled

Work In Progress / 05 June 2020

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



KyleHorne3D@gmail.com

Texture Painting and Sculpting - TPS

Work In Progress / 02 June 2020

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


Maya Low Poly


KyleHorne3D@gmail.com


Week 4 Final Turn in

Work In Progress / 01 June 2020

Wooden Chest. Modeled in Maya textured in Substance Painter, setup in Unreal Engine 4. 


Wooden Chest - Unreal 4


KyleHorne3D@gmail.com

Wooden Chest Begin Texturing

Work In Progress / 30 May 2020

*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 Crate Substance. Basic materials applied.


No Overlapping UV's

KyleHorne3D@gmail.com


Wooden Chest HR, Pre-Sculpt

Work In Progress / 27 May 2020

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. 


3 Mode with and without wireframe.

- Kyle Horne

KyleHorne3D@gmail.com

Week 4 - Wooden Chest

Work In Progress / 26 May 2020

Wooden Chest Blockout to Near Game Res. *WIP

2.5 Hours

Modeled in Maya. Will texture later in Substance and setup in Unreal



BreakDown colorized for repeatable parts with symmetry. Created in Pure Ref.


  

Week 3 Turn In - Greek Pillar

Work In Progress / 25 May 2020

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


Pillar UE4

Pillar Material Node setup


Pillar Behind the scenes in Substance Painter

Thanks!

KyleHorne3D@gmail.com


  


Back into Unreal

Work In Progress / 20 May 2020

Full Sail Art Creation for Games Audit. *WIP

Been a long time since I used Unreal. Created some Base materials just using constants and some provided normal maps. 

Pillar Base Material WIP*


Week 2 Turn in - Art Creation for Games - Full Sail Online Audit

Work In Progress / 18 May 2020

This week was not as challenging as the first one. There was mostly UV unwrapping to do with minimal modeling. I enjoyed this listening to music mostly. The big takeaway here was to use automap. 

UV lessons


For Curved shells - the steps are to select all curved edges. Cut. Then move and sew each piece onto a straight shell.
Unitize - First select all the edges of a tube shape. DESELECT all the edges you want to act as seems. Then move and sew

Select Continous Edge  - This is amazing


Prop UV - Part 4

Prop UV - Pillar -Modeled, sculpted, Normal, UV


Prop UV - Part 6 - UV