Thursday, November 14, 2024

Hercules; B Stage

 




For this week I worked on doing the first pass of textures for the assets I was assigned.  For the first pass, it was about assessing the style we were going for and matching style with the other artists. and then revising and fixing UVs. For this next week, I'll work on further implementing the designs for the textures.



Monday, November 11, 2024

Zbrush Bow and Arrow Sculpt

 

 Final Model.


Here is the updated z-brush sculpt of the bow and arrow excluding the extra additions.


Uploaded the HP decimated model to Perforce.




Thursday, November 7, 2024

Hercules C Stage

 For this week, I was responsible for UVing some assets and doing a first pass of some high poly sculpts.











Monday, November 4, 2024

Bow and Arrow ZBrush Sculpt

 

Here is the model that I finished and then moved on to work on within Zbrush.


Here is the model within zbrush all-together, but then below I've provided and isolated image of what has been worked on! The goal for this next week is to work on the ropes after doing more research on how to approach the ropes to be more believable as they're heavily present in this model.





Thursday, October 31, 2024

D Stage Assets; Common

 For this week, I worked on adjusting current assets. I fixed the pivot points and zeroed out any transformations so that they could be re-imported into the play space for easier functionality.



Additonally, I've begun to work on UVing assets that are more polished to be game ready, and am currently working on finishing the UVs to re-import them back into the scene.








Thursday, October 24, 2024

F Stage Assets: Common

 For this round, I was responsible for gathering the proxy assets and making the white-box of the environment. Here we have the original scene that we had discussed as a team that would be primarily used this round. We discussed potentially utilizing other aspects from other scene iterations that were made, but the main priority was first checking scale of the assets and getting the white boxed scene in engine. 


Here is the screenshot of the scene in Maya.

Here is a work in progress shot.


                                                             Here is the final scene in engine.

This was made as a separate reference to check the assets and see what needed to be adjusted in scale!



Environmental Art Week 04