One Sticker Set Monster Hunter Sticker Set
- One Fine Art Print
SCHEDULE:
1. Week 01 - Address UVs and texture research for stylized PBR.
2. Week 02 - Substance painter jail.
3. Week 03 - Polish textures and nice lighting set-up/renders turntable for presentation.
WHAT ACTUALLY HAPPENED THIS WEEK:
1. I sprained both (yes both) of my wrists.
2. I broke my toe.
3. I got a fever for 3 days and was hallucinating off of cough syrup.
You can guess the order of how these happened.
The lighting for this hasn't changed but it WILL BE. TRUST.
For this project I'm going back and finishing a project where the last thing I needed to do was focus on texturing.
SCHEDULE:
1. Week 01 - Address UVs and texture research for stylized PBR.
2. Week 02 - Substance painter jail.
3. Week 03 - Polish textures and nice lighting set-up/renders turntable for presentation.
Reference:
For this research project, I was interesting in creating a moving screen material in unreal for my tamgotchi model!
The goal was to create an LCD type screen that would resemble what would traditionally be on a tamagotchi, but with a little bit of *spice*.
Add a Dot Grid Texture (tileable).
Multiply Texture Coordinates by a high value (ex: TextCoord * 100) to tile the pattern.
Multiply or Lerp this with your Base Color to simulate screen subpixels.
Optional: Invert grid (1 - Texture) for different styles.
Add a Time Node → Multiply by speed ( ex: Time * 6.28)
Pipe into a Sine Node → Output ranges from -1 to 1.
Use a Lerp node (A= 0.8 B=1.2) → plug Sine result as Alpha.
Multiply Lerp output with Base Color or Emissive to simulate flickering brightness.
Use Screen Position node → get Normalized Viewport UVs.
Subtract 0.5
from both X and Y → Center it.
Get Length of resulting vector (distance from center).
Apply 1- Saturate *2.0 or Smoothstep to shape falloff.
Multiply with Emissive or Base Color to darken edges.
Use Sine(Time + UV.y * Frequency) for animated lines.
Or use Frac(UV.y * 100) to get horizontal bands.
Optional: Combine with Noise Texture for jitter.
Add or Multiply this with Emissive to create line flickers.
Multiply or Lerp all effects into a final Emissive output:
((Base Color x Dot Grid x Flicker x Vignette) + Scan Lines) x Mask -> Plug into Emissive Color
SCHEDULE:
1. Week 01 - Proxy Model (Block out pass). 2. Week 02 - Have all hard-surface modelling done in maya. 3. Week 03 - UV mesh and texture implementation in substance. 4. Week 04 - Polish Texturing and have everything in engine with a proper lighting set up.
SCHEDULE:
1. Week 01 - Proxy Model (Block out pass). 2. Week 02 - Have all hard-surface modelling done in maya. 3. Week 03 - UV mesh and texture implementation in substance. 4. Week 04 - Polish Texturing and have everything in engine with a proper lighting set up.
For this sprint, my mesh was completely reworked and optimized. I ran into an issue with the sword with moved vertices. The sword was tapering and expanding slightly at certain points, which resulted in me reworking the sword and other pieces that are dependent on everything slotting together.
Additionally, the katana was curved within ZBrush!
These are the reference photos!
For the next project I'm doing, I've signed myself up to recreate another piece of concept art from the same artist that drew the concept art from previous project.
SCHEDULE:
1. Week 01 - Proxy Model (Block out pass). 2. Week 02 - Have all hard-surface modelling done in maya, clean w/ game res, uv'd. 3. Week 03 - Texturing research and implementation in substance. 4. Week 04 - Polish Texturing and have everything in engine with a proper lighting set up.
RESEARCH:
Jessica Marrubini
https://www.artstation.com/artwork/EzNYVK
REFERENCE:
BLOCK-OUT IN MAYA:
For this sprint, I worked on fixing the proxy by making all the separate pieces of the katana functional and in accordance with a real blade ie. making sure all the pieces slot together and nothing was clipping.
Most of my time was primarily spent working on adjusting pieces through vertex adjustments and adding/removing edge loops to avoid clipping. All of the pieces that make up a katana are now properly represented in the proxy model, as well as a cleaner version of fabric/knots. They're now fully done with no clipping and optimized by deleting faces that would not be seen to reduce poly-count.