Contributions
- Lighting
- Post Processing Color Grading
Contributions:
Assisted with VFX tasks
- bubbles
- lightning bolt
- laser
- buzz saw
https://www.youtube.com/watch?v=epdYtCEt_nQ
Video for group ^^^^
Patrick Benai - Hard Surface Weapons
Andres Rodriguez- Environment Artist @ Naughty Dog
Dave Miragliotta- Environment Artist @ Respawn Entertainment
Leah Augustine - Environment Artist @ Respawn Entertainment
Gary Do - Hard Surface Artist @ Respawn Entertainment
Roman Zhuravlyov - Hard Surface Concept Artist
Jonjo Hemmens - Environment Artist @ Rocksteady
Aaron Cruz - Environment Artist @ Bungie
Daniel Thiger -Texture Artist @ Bungie
So what was important to me for each of these images was finding great references for presentation material work, weapon design, environment design, and set dressing. It was important to find references that actually had artists that could apply their work well and consistently. Presentation and Render quality was also important to me so that I can get a good idea of what if expected and considered industry professionalism. For Materials I looked for materials that were designed with detail and could be apply to an environment and or weapon easily. Story telling also is something that I looked for. If the environment was interesting enough that it didn't tell a underling story then it wasn't included.
Nodes Used:
Shape: Generates several different kinds of primitive shapes and patterns
Bevel: This node is interesting. Contrary to what bevel does in Maya and ZBrush, in Substance Designer, bevel is a node that can 'blend' a black and a white value together. Very similar to a blur. However bevel seems to only blend at a constant rate. So the gradient that bevel makes is quite smooth.
We can change the intensity, as well as Normal format (DirectX or OpenGL)
Text: The Text node allows us to create robust text within Substance Designer. While the use cases may be niche, trying to create text for use in a graph any other way will be significantly harder.
For this assignment I was tasked with starting a Nerf Gun of choice. I chose to go bold with a more complicated and unique one. I felt very comfortable with the hard surface workflow from the knife project. I also still interested in being a weapons artist. So I figured; testing of my modeling abilities would be a a good judge of whether I like weapons or not. So far, I really enjoy it.
So far with the high res portion of this assignment I've taken great care into organizing my geo with detailed naming conventions and material setups to identify pieces that I will later bool in ZBrush. I feel fairly confident that finishing the high res portion should go well for next weeks turn in. The main body of the rifle may prove to be the most challenging.
Should scope and time prove fruitful, I would like to mod the Nerf Gun a bit. Perhaps adding a holographic sight, a suppressor, extending the barrel into a longer barrel. But only if time allows it.
Contributions
- updated architectural assets
- updated some lighting
- set dressed a little
Artist 1 on 1 meeting tasks
- Build a PureRef board for artists that Iām following and that have work that interests me, and that I aspire to be.
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Set a mini project up that align with your goals
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Look into Substance Designer
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