Thursday, November 30, 2023

VR (POTTER PROJECT) - WEEK 06

                                                                  HARRY POTTER VR


                          According to the feedback I got from our faculty about hands being too shiny, my goal for this week was to fix the overall specularity of the hands. I was able to fix it after some tweaks done to roughness map in substance painter and some material tweaks in Unreal. Also, I textured the stand on which our interactive character sits on.







Thursday, November 16, 2023

VR (POTTER PROJECT) - WEEK 04


HARRY POTTER VR

                 As the VR hands have been finalized, for this week I was helping Justin our environment artist, by doing some UV's on models and anything else that was necessary for the project. I also tweaked the VR Hands a bit to get more accurate specularity.













Thursday, November 9, 2023

VR (POTTER PROJECT) - WEEK 03

VR PROJECT WEEK 03 - CLEAN PASS

                        For this pass I took the hands to substance painter and started referencing some human hands color and Dumbledore hands for texturing. Baked the high res onto the low and got most of the details from it. Started with some base color and went deep with veins, spots, irregularities etc. I used subsurface in substance to get a rough idea of how it looks using it. Initially my hands were too red which was noticed by my teammate and faculty. I fixed it as soon as possible and I think it looks much better now. As part of testing I used all of the exported maps from Substance in Unreal. With the help of our professor Nick, I was able to implement SSS in Unreal Engine. After, I started working on texturing the props for the projects. I used a lot of alphas for the sword and used manual painting for the ring's design.









Thursday, November 2, 2023

VR (POTTER PROJECT) - WEEK 02

VR HANDS WEEK02

               For week two of VR project I took our hand blockout model to ZBrush. I tried to get as many forms under Sub-Division 03. I avoided any major changes as then it would have been difficult to copy the skin weights from the old model to the new one. As planned I got most my details by the time I reached DIV 03 but to get pores and wrinkle details I went to DIV 05 and got those in. I use layers in ZBrush to do tertiary details so I can have more control over it. I then had a low poly and a high poly model which I used to test bake in substance painter. Once I did that, I just took the baked normal map and tried to test it in Unreal. Having some rigging experience and to save some of our Tech Artist's time I copied over the old model skin weights to the new one and pushed it to perforce as a maya file so that our TA can improve more on the skinning and pass it for animation. Later I worked on improving the Env assets that I was assigned.

ZBRUSH SCULPT

MAYA RENDER


POLYCOUNT AROUND 18K





TESTING NORMAL MAP IN UNREAL


 
UV


NORMAL MAP



ENV ASSETS



PERFORCE SUSMISSION



Module 04 Week 04 - Project Reeves