Portfolio

Wednesday, December 28, 2016

Fusion 360 - Winter Break (December 20th to 27th)

So this week I was tasked with figuring out if we wanted to use fusion 360 for some of our hard surface design for our capestone game. So far I am really impressed with the way fusion 360 is able to handle things. It uses a bunch of boolean operations to make geometry, but it does it in a none destructive way, so that these values can be changed at any time. I've been going through a lot of Isaac Oster's vids on fusion 360 and they are really great for learning. Still some things I don't quiet understand, but with more practice I'm sure this can be a very useful tool.

Messing around with tutorials

Razor blade handle I was messing around with in Fusion 360

 Found a piece of concept art online that I thought would be cool to try out for fusion 360. Concept
by ROCKD.













































Sunday, December 11, 2016

3D Class Week 16 Creating An Environment Part 04 (Vegetation)

3D Class Week 16 Creating An Environment Part 04 (Vegetation)


For this week we were assigned to make vegitation for our level and also to vertex paint the mesh so that we could later make a blueprint that would affect the mesh to act like it was blowing in the wind. The first thing I did for this assignment was cleaning up my whole level so it felt more like the same kind of place. Originally I had a mess of colors going on so I went back and formed a color palette and stuck with it. I also didn't want to really add vegitation to my level because I felt like it wouldn't fit good on my level, but I ended up adding some and it doesn't look that bad.

First I started in Maya and used paint effects to render out a texture with alpha and then I brought that into photoshop to make it more of an image that would fit my level.



























































I then took all of my meshes and textures and brought them into unreal and hooked up the nodes and also the nodes for the wind movement with the vertex painting.






This is what my plant looked like in Unreal. Don't forget that it was also set to double sided.





Final Images





















3 Drawings

3 Drawings

For my drawings. I decided to do 3 different studies. One on hands, feet, and torso. Images below.

Hand






 Feet
Torso

Tuesday, December 6, 2016

2D Week 14: Group Project Final Round - Team Tinman

2D Week 14: Group Project Final Round - Team Tinman


So for this week I was assigned to finish the house and it was a harder task than I would have thought because I was basically building the house brick by brick and then still had to make it a Tim Burton Style, but I feel like it turned out nicely. Images below.




Monday, December 5, 2016

3D Class Week 15 Creating An Environment Part 03 (Skydomes)

3D Class Week 15 Creating An Environment Part 03 (Skydomes)


This week we were tasked with creating a Sky dome from scratch and let me tell you this was not easy one bit. I had such a hard time with this assignment. Probably my hardest assignment here at FIEA to date. I had a bunch of help from Matt Young because there were plenty of things that I didn't understand and he helped me out a lot, so shout outs to him. For this assignment we first made a sphere and a cut out of a sphere in Maya for the dome of the sky sphere and for a ring of clouds that we needed to make it move in a circle. Next I got clouds from textures.com and created some alphas and blurred them for the sky dome. I then created a master material for the sky dome and a instance material that I could change parameters on the sky sphere. I then made another master material for the inner ring and a master material for that. I followed the tutorial and it has all of the parameters we needed. Images below.


Maya topology with Uvs










Cloud images I made and compiled in photoshop for the SkySphere






Material instances I made for both the skysphere and the inner ring












All of my blueprints together









Sun I made in photoshop




Final Screenshots of everything combined














Tuesday, November 29, 2016

2D Week 13: Group Project Concept Round (Final Color) - Team Tinman

2D Week 13: Group Project Concept Round (Final Color) - Team Tinman


This week I cleaned up the tree face to be better looking after talking over with Will. He gave me some concept images to go off of to make the face tree look even better. I was also tasked with cleaning up the house and making it out of planks and I am still working on that task, but will post screenshots of the progress so far. For the face tree I went into Zbrush and sculpted out somemore limbs facing in different directions and also sculpted the face more and overall I think it looks way better than prior weeks. For the house I started making individual planks for the house and then started adding shingles. I also added a heart shape to the roof of the house. 

This is the face tree that I did, but we ended up changing it later on to look way better.











This is the updated face tree after I got somemore sketches from Will which really improved the tree all together. Shout out to Will for the awesome draw overs!!




Here are some screenshots of the house right now. Just a few minor changes to it, but it will get finished.

House in maya





















House in Unreal

Monday, November 28, 2016

3D Class Week 14 Creating An Environment Part 02 (Landscape Tool and Custom Rock Set)

3D Class Week 14 Creating An Environment Part 02 (Landscape Tool and Custom Rock Set)



For this assignment we had to make a rock set with a large, medium, and small set of rocks. We then were tasked with sculpting the landscape with the terrain tool and making a scene with a few of our classmates textures. This assignment I had a bunch of issues baking rock textures for some reason and even had to do a rock over because I couldn't figure out what was wrong with it. Images below.

Images of all my rocks Decimated in Zbrush
























































Sculpted Rocks from small to large




















































Smoothing Normals in maya and showing topology and uvs
































Baked Normals and Textured in Substance Painter














Meshes in Unreal Engine













 Corrupted bake that I couldn't figure out how to fix


Textures I used from Chelsea Ziu, Matthew Trupiano, Francisco Remero, and my own texture in that order

































Material Screenshot
Final Screenshots