Wednesday, March 16, 2022

Common Art Sprint #5

 Contributions:

-Lighting

-Sky Sphere pass

-Camera Focusing

-Color Grading and Shadow Corrections for Lighting

-Unreal Engine Forums Master Account creation and personal account

LINK TO ENGINE TEST


TARGET LIGHTING:



CURRENT PASS:



TARGET SKY SPHERE:



CURRENT PASS:



UNREAL ENGINE FORUMS:


Mine is brmik2



Trim Sheets: Test Environment

First time using a trim sheet. The goal of this little project was to see how scaling my UVs would effect the assets texture quality. I only used base color and normal maps. Not sold on the design, will probably change it next. I also tested to see what might be possible to build with a single trim sheet. 

Reference from: Jonjo Hemmens




The goal at the end of this environment project is to recreate parts of Jonjo's work here.

I see uses of trim sheets quite a bit, but there are also lots of decals in here as well. The rest is just architecture and props. From what I can tell There are only two trim sheets being used here. Maybe three for variation. 


This was my test run. I see how trim sheets are effective for decal sets and walls that consist of planes, but not for 3D objects that protrude out of walls and floors. 






After analyzing Jonjo's work and practicing it myself for trim sheets you need to have a couple of things in place from the beginning.



1st: reference, and a block out of your level helps. Most importantly you need a rough pass or proxy version of your trim sheet to establish design layout of textures and see how your trims actually work and what they could be used for. This will include general shapes such as rectangle patterns for bricks and tiles. Just normal maps, and Ambient Occlusion will do for blocking out. This way you aren't committed either way towards a design or environment layout. Expect to change the design a few times.

2nd: After you have nailed down proxy design shapes, partition off your UV space and environment, The patterns that take up the most space will also take up the most space on the UV sheet. This might take some time at first getting everything to fit in the UV space and tiling properly. The whole point of trim sheets is high optimization with high detail. So its not a sin to use more that one sheet.


I used Maya and Substance Painter for the testing part, but Substance Designer might be the way to go when making the actual trim sheets. Plus I need a reason to use Designer more anyways.

I think before I start further on this research project. Getting more reference would be beneficial. Especially since I want to work at Naughty Dog some day, getting some high quality foliage and more grime in here might not be a bad design decision either. Maybe inspiration from the from Metro, the Last of Us, or Call of Duty Cold War might be helpful.


After all is said and done I think this might make a nice portfolio piece.
I would have demonstrate knowledge and skills with trim sheets, Substance Designer, and optimization for games in a AAA context.







Monday, March 14, 2022

Week 09 High Res Character Environment

 I rediscovered why I don't like doing characters. So Cameron and I made a hard shift to have me make an environment and he finish the hydra. The results were very successful. We both work at a very fast pace and I'm ahead in some areas of the environment so this gives me some freedom to build the area with more stuff.




Tuesday, March 1, 2022

Medium Complexity Character PREP

 GAME RES

polycount body - 20,000 tris

polycount heads (1) - 15,000 tris

TEXTURES

size - 4k

REFERENCE


SCULPTING TARGET


MOOD BOARD

VISUAL TARGET
- League of Legends
- Immortals Fenyx Rising

GOAL
- Implement visual effects and use for capstone

TASKS
Brian- Sculpting the heads
Cameron- Sculpting the body



Summer Project 3 | Week 3

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