Showing posts with label Research. Show all posts
Showing posts with label Research. Show all posts

Wednesday, 31 January 2024

Artist Roadmap


1. If you could project out past graduation, what is your overall career goal? 

Would you like to work in AAA game development. 

Would you prefer a midsize team? 

Would you like a smaller team? 

Would you like to be on an Indy team? 

Would you like to work for a simulation company?

Would you like to work in the theme park industry?


My overall career goal is to work for a gaming company making 3D hard-surface props/weapons. In the end I would like to work for a AAA game development but I am not picky, I am open to work for either a Indy team, simulation, theme park industry, etc.


2. If you could project out into starting your career, what sounds the most appealing to you? 

Would you like to work as a Character Artist?

Would you like to work as an Environment Artist?

Would you like to work as a Hard Surface Artist?

Would you like to work as a Weapons/Prop Artist?

Would you like to work as an Vehicle Artist?

Would you like to work as an Lighter?


What sounds most appealing to me would be a Hard Surface, Weapons/Prop Artist.


3. What are some of the top companies that you are interested in working for? 

EA, Blizzard, Ubisoft, Nintendo, Iron Galaxy, ect.  


Some top companies that I am interested working for are NetherRealm, Bungie, CD Projekt RED, Iron Galaxy, Etc.

Monday, 29 January 2024

Exercises

- Lighting


-Hard surface sculpting in ZBrush


-Watch techniques for both Substance Painter, Sampler and Designer and apply those techniques to models

https://www.youtube.com/watch?v=fWQmYXd-bxc 

https://www.youtube.com/watch?v=J5_mQJ9E8g0

-Watch videos on hard surface techniques and apply them to models



Sunday, 28 January 2024

Research Project


Modeling a DC-15A Blaster Rifle


Reference Gathering:




When starting any modeling project, I make it a priority to gather extensive reference materials. Specifically, sourcing references for the DC-15A Blaster Rifle required significant research. Many available models of the DC-15A Blaster Rifle are based on the Hasbro toy version rather than the accurate movie version. However, I successfully located various versions and textures of this model through platforms such as Google, eBay, and Sketchfab.


Proxy Modeling:





When modeling the proxy, I begin by blocking out all the basic shapes of the blaster while having a reference picture under my model so I can confirm that I am on the right track when modeling. Additionally, I ensure that the model is constructed in separate pieces, allowing for its use in a game and facilitating future modifications if necessary. I intend to create the proxy as close to game-resolution as possible to create less work for myself in the future.


Game-Res:






When creating the game-resolution model, I ensure to switch between smooth mesh preview and non-smoothed preview. I bevel any hard edges and confirm that the edges hold their shape during the smoothing process. Additionally, I optimize the blaster model as much as possible, ensuring the elimination of n-gons. While optimizing, it's a good thing to keep in mind that weapon topology may not always be aesthetically perfect. However, I successfully reduced the blaster to 7,305 triangles.


UV:





When UV mapping the model, I begin by ensuring that the checkerboard pattern is visible on the model and that no red areas are present, only blue, indicating proper UV setup. I successfully split the model in half for UV mapping, unwrapped it, and then placed the UVs within a 1x1 tile.

High-Res:





There are multiple methods for up-resing a model. I chose to up-res my model in Maya instead of ZBrush. While ZBrush is capable of producing clean hard-surface sculpts, Maya also excels in creating clean hard-surface models, and it can be more straightforward to use. To up-res my model in Maya, I smoothed it with one division.


Portfolio 3 Wonderland Sword 04

  Unreal: