Posts

15: References

  References Zhang J. (2022) Retrieved from: ArtStation - Procedural Spline Tool For UE4 Blueprint GANUCHAUD H. (2022) Retrieved from:  https://www.artstation.com/artwork/oANVNz Friedman D. (November 2015) A Fallout 4 guide to getting rich, getting high, and blowing everything up (without cheating) Retrieved from: https://www.polygon.com/fallout-4/2015/11/17/9749982/fallout-4-guide-money-experience Boshev D. (2022) Retrieved from: https://www.linkedin.com/posts/dilyanboshev_learning-transfer-requires-a-learning-workflow-activity-6995471790219124737-sGW2/ Agieiev R. (2020) Retrieved from: https://www.artstation.com/artwork/oOB2Kq Paquiet E. (2022) Retrieved from: https://www.artstation.com/artwork/ZePnP8 Ord J. (2022)Retrieved from: https://www.artstation.com/jasonord3d Flipped normals (2022)Retrieved from: https://www.youtube.com/c/FlippedNormals Libre shot (2023) Retrieved from: https://libreshot.com/car-repair-shop/ Dengo (2023) Retrieved from: https://solo3d.wordpress.com/a...

14: Conclusion

 Conclusion Creating a full interior environment was great practice for me. As I aim on becoming an environment artist, having an environment in my portfolio is a good start to start applying for jobs. I was able to follow the games industry workflow when creating game assets for a game engine. I was also able to improve my knowledge on other software such as Maya and Substance painter.  Learning how to work with Substance Designer will help me as an environment artist as I see many others using the software in their workflow. Learning the basics of Unreal Engine will help me when I start applying for jobs as many studios mention that although it may not be a requirement it is a plus to know how to use it.  To further improve as a 3D artist I will take part in challenges set by The Rookies, Artstation and Grads in games. I will also try to participate in game jams. I believe this will not only further improve my skills but I will gain more experience. 

13: Unreal Engine

Image
 Unreal Engine In Unreal I slowly imported every asset I modelled and textured. This was very easy to set up, once I imported the 3d models and the textures, all I had to do was assign each texture to the shader, just like in Maya. As I have many 3d assets, I created specific folders for each one, this would make it easier to work with and reimport in case I needed to. As I kept working on this environment I also kept asking for feedback, this helped me to improve the look, learn new skills and other technical skills in Unreal. Key aspects were: To understand the why, how, what and when. As this is a post apocalyptic environment. I would need to think of where the electricity is coming from, how it works, what year is it based on, how do the people that live in it move around and what they eat. I also looked at other artists' environments on Artstation, to see how they showcase them and what they have done with theirs that I could add to mine.  This is when I worked on and add...

12: Texturing 02 - Substance Designer

Image
 Substance Designer  I found this program very interesting and i wanted to learn how to use it and its workflow with other software.  I experimented with Designer before, watching other videos on YouTube, but this time i wanted to further improve on it. I bought a short course from Domestika, in which an artist explained his workflow on how to make textures from real references. He explained every detail and gave tips and tricks on how to create the Causeway of Giants using Designer. After this he also demonstrated how to take portfolio renders using Marmoset Toolbag and how to showcase them in Artstation. Following a course like this was good. He spoke slow and clear and explained multiple things. The bad thing about following a course was that i had multiple questions. For example, what was the use of certain nodes and why we used one and not the other. I was still able to learn a lot about the software and its workflow. I followed this course by Carlos Perfume. We crea...

11: Baking & Texturing

Image
 Baking textures Generator Before importing the 3d assets into Substance Painter, i had to ''explode'' them. This is when you separate each part away from each other. Substance painter or any other software used for baking textures, create a bounding box around the mesh. If they are too close or the bounding box intersect each other, you will project mesh from other objects into each other. After i separate the multiple parts, i also had to make sure that each part of the low shared the same coordinates as the high poly parts, so the bounding box surrounds both of them and the textures project accordingly.  Substance Painter There are a few settings that you have to change in order to get the best baking You can bake your textures 2 different ways. By naming convention: You have to name all the low poly assets with _low and all the high poly with _high. This is supposed to give you better results, however i never notice the difference. You can also bake by keeping the s...

10: Optimizing & UVing

Image
Optimization   Here, i reduced the low polygon props even more, creating triangles where possible to reduce the number of vertices. In the image, on the left you can see a more optimized version of the generator and on the right a higher detailed with the floatters. In the case of the wood plank, once i had a low and a high poly version in Zbrush, i imported the lower version into Maya. Here i reduced the polycount a little more, still making sure it held the silhouette and i didnt get any bad artefacts and edges. I could have optimized it more, reducing the center edges and leaving the ones that held the rounded areas. Uving was very straight forwards.  I placed the seams in areas where they wouldnt be as visible and hard areas like edges. I also made sure some of the uv islands were as straight as possible to make it easy when texturing. Something important that i always try to remember to do is, to unfold all islands and when i lay them out, to make sure they're not to...

09: High poly modelling

Image
I used 2 different ways to create higher and more detailed versions of different assets.  Floating meshes. I duplicated the low poly version and continued to add more details and other assets. In the case of the generator i added floaters, which are assets that will be part of the high poly version and baked onto the low poly version.  I assigned a colour to each asset, later on i will be able to select and texture each specific colour individually. Zbrush I created wood planks that will add as barriers for the windows.  I first created a regular plank with enough subdivisions which i then imported into zbrush. In Zbrush i added as much detail as i wanted, making it look like used wood. Keeping in mind that this is not going to be very close to the camera so i dont have to spend too much time on micro details. When i finished adding details, i duplicated the mesh and hid it. Using the decimation master i was able to reduce the poly count to an amount that allowed me to ma...