Monday, 21 March 2016

3D Pathway - Patrick's Final Sculpt and First Quixel Test

Patrick's sculpting is finally done, and to celebrate I used xNormal to create normal and AO maps so I could begin using Quixel to add some smart materials.



Poly-painted model. My plan is to overlay one of the Quixel "Monster Skin" textures over the top to give further texture and colour variation.




All the elements of Patrick textured in Quixel. The trousers are a nice, simple "worn cotton" material that suits the decaying state of the character.

Monday, 14 March 2016

3D Pathway - Sculpting Patrick

This past week I have been sculpting the detail onto Patrick in ZBrush. I feel that this is some of my best work and I can't wait to get him poly painted and textured.










After the polypainting I plan to rig my character and then construct a scene in Unity 5 for him.

Thursday, 3 March 2016

3D - Diorama First Steps

Today we looked at the first steps at creating a diorama for our 3D assessment. For mine, I want to make a cobbled street, and thankfully today we followed a tutorial on making paving.

First we started by making the basic shape in Maya. We then exported this into ZBrush and used a "Mallet" brush to add chips and deformations. We reduced the polycount with the Decimation Master, created another OBJ and then took the two to xNormal and normal mapped them.






Despite my normals looking wonky, I feel like I know the process well enough to improve on it and should have it done relatively quickly.

Wednesday, 2 March 2016

Sculpting - Sketch and Patrick Practice

Today we had more practice with ZBrush, firstly on inserting other meshes and then I had a quick practice for giving Patrick the Tentacle Horror skin textures.



This is my weird, frog-man sketch. I started with a sphere and then imported some discs for the eyes. It got a bit strange from there.

And now for Patrick.






Whilst I'm happy with the end result of this sketch I feel that I need to subdivide the Maya model more in order to get the deformations to map properly. I also need to use the Cloth tool in Maya to get the trousers onto the model.