Showing posts with label zbrush. Show all posts
Showing posts with label zbrush. Show all posts

Thursday, 20 August 2015

So it's been a few months since my last post (oops), I am still alive though I can assure you. Well, sort of.

I've spent the past few months thinking of ideas for my FMP, however the thought of working on a project I've set myself for 3 months is absolutely terrifying me. What if I start to hate it half way through? I'm still not sure on what I want to do - character/environment wise anyway - I may do a mixture of the two, who knows.

I have been working on some personal stuff though, it's so nice being able to do work for myself again! I've started modelling/sculpting the Phurba dagger from Uncharted 2 and I'm planning on teaching myself substance painter when it comes to the texturing side of things.
I've also been involved in a summer project that a few people in first year set up. Dinosaurs yay! I decided to go with an armoured raptor of sorts, but after watching Alien for the millionth time, I decided to create a mixture of the Alien Queen and the velociraptor.


I finished modelling within a few days and I've began sculpting in the basic muscle structure. Here's how he's looking so far.


I'm kinda happy with how he's looking so far. Obviously I've still got a long way to go, but I feel like I'm finally starting to get the hang of ZBrush. I've been following an absolutely incredible tutorial by Jay Howse - he's awesome.

Muscle Pass
Final Detail Pass
I've also Polypainted him too, I tried to push myself as much as I could on this project as I'm not comfortable with creating models directly in ZBrush, I tend to create a base mesh in Max first.



Art Dump
02:50

Art Dump

Thursday, 14 May 2015

It's safe to say that this post will probably be extremely long. Brace yourselves. The rant is coming.

I'm not actually sure where to start. I absolutely hated this project. I've found that over 3 months of doing exactly the same thing isn't for me - which I guess means I'll definitely be better off in a smaller studio! We had a strong idea that wasn't executed well, which made me miserable. In essence, the last term was spent being super miserable. But, that's life I guess. You'll get stuff thrown at you that you don't really want to do, but you've gotta man up and get on with it anyway.



Throughout the course of this project, working within a team of 6, we were required to make a functioning game level based upon Alice’s Adventures in Wonderland. The three topics we could choose from were: Oxford, gardens or underground. As a group, we decided to go with the underground theme as this appealed to all of us and seemed like some interesting work could be produced from it. 
A week or so before the project started, we all had to fill in a sheet and specify the roles we felt most comfortable in. This was to ensure there was an even split of people within teams. However, in our group, we ended up with 3 character artists and 3 environment artists but we worked around it and all chipped in on other areas - such an engine work. 
As we had 3 character artists within the group, we had to decide quite early on who was going to be modelling who. I was given the White Rabbit to model which I was both excited and nervous about as I’ve not modelled anything non-humanoid before.
However, as I managed to get him finished much sooner than what I'd initially planned, I took on a few extra assets and roles in order to lighten the load on my other team members. We needed a lot of assets to populate the level as it's so large, so I made a variety of picture frames, candles, lanterns, pocket watches etc. I was also in charge of modelling the skirting board, wooden panelling on the walls and the coving.



In addition to the character and extra assets, I also contributed to other areas of the project, for example:
  • Concepts: Moodboards for the characters, style guide, book, warped assets & rabbit clothing. Concepts for the rabbit, final door and a storyboard.
  • 3D Models: White Rabbit (Modelling, unwrapping, texturing, rigging, skinning and animation in Max & UE4.) 4 picture frame variations, candles, lantern, pocket watch, skirting board, wooden panelling (thick & thin variants), wrought iron door and the chest.
  • Sculpts: 3 beam variations, candles, 3 frame variations.
  • Unwraps: Steps, columns, lobby decor, stair supports, railings, ceiling supports, raised platforms, beams, chest and both sets of moveable stairs.
  • Light Maps: Chest, 6 bookcase variations, camera, ceiling light, chandelier, desk, fireplace, cutlery, key, pen, plates, rose, wall light, furniture, desk lamp, rose vase, book, chest, final door and both sets of moveable stairs.
  • Textures: Clean tile set, dirty tile set (for vertex painting in engine), 4 light masks, flip book texture for the candle flame, rabbits fur, rabbits body, pocket watch and normals for all of the frames.
  • UE4 Materials: Rabbits body, rabbits fur, rabbits clothing, gold, glass, pocket watch, candle flame, subsurface for candle, frames, beams, desk, frosted glass, Alice's clothing, Alice's hair (subsurface), Alice's skin (subsurface) and the chest.
I also helped out with the population and lighting within the study area of the level and the population of puzzle area 3. The general level itself was populated by everyone in the group. 

Mystical floating candles..woops
I felt far too stressed out for the whole of this project, I'm not really sure why, but this was definitely the cause of my 'lack of enjoyment'. We just seemed to have one issue after another, which led to James and I staying up until 3am towards the end of the last week fixing things that should've been done weeks ago. For example, our playable character is Alice. Guess when she was put into engine. Yep, Thursday evening. A few working hours before the deadline. James had been asking for the assets for weeks, but it just didn't happen. However, I managed to get her working correctly with the default UE4 animations and replaced the blue dude in the third person blueprint. It was actually quite fun retargeting bones.



Whilst working on this project, we often had people telling us that it was looking really cool - but it was such a huge level. We found out that one of the judges is big on architectural accuracy and luckily for us, we had Jack helping us. He helped James out a lot with the overall structure of the lobby - especially the stairs and surrounding supports. The lobby is definitely the best looking area in the game, it still needs a lot of work, but we're developing an action plan of what needs to be done over the next 6 weeks to make it look fabulous. As well as receiving feedback from Jack, we also had weekly meetings with Steve and Chris to ensure we were on track.



Overall, I'd say our communication (or lack of it) let us down. Communication is such a vital thing in a project as big as this, and although we had a lot of it, it obviously wasn't enough. A lot of the time, it was unclear what people were working on throughout the day and the asset list I created on Google Drive wasn't being updated by certain members so we were unsure what stage people were at. This was a pain when people weren't in labs, or working on different floors etc. We worked around this though, and tried to play it to our advantages. Regular team meetings were - and still are - essential.


After receiving feedback around two weeks or so before the deadline, we realised that we really needed to cut down our level. What we had was underpopulated and it was suggested to us by our lecturers that we cut out the less important areas, and focus on making the remaining ones look really polished. This was something we'd been discussing for a while, but it always helps to get definitive feedback from others. After receiving this feedback, we decided to cut the following areas:

  • Initial study area - being cut down into just the desk.
  • Room in which you fall into from the rabbit hole.
  • Corridor following said room.
  • Puzzle area one is being cut down into one room instead of two. 
Looking back, I'm glad we had to cut these areas. At its current state, our level isn't completely polished. I dread to think what it'd look like if we hadn't cut it down...


If we were to start this project again, I'd definitely make a strict time plan and make sure we had a definite team leader in place. Our main issues seemed to be time management and communication which ultimately led to our project being a little more unfinished than what we wanted. I feel that if we followed our time plan more closely, and had daily team meetings, we could've reached all of the goals we set out to do. The three-ish random team meetings we seemed to have each week didn't seem to suffice.



Overall, I feel this project could have gone slightly better. We were way too ambitious with what we wanted to achieve and didn’t organise our time as well as we should have. I’m happy with the final outcome, but there’s so much more that could’ve been done. In a way, I feel disappointed. We all worked well as a team, but there was no real team leader to ensure that things were being done by certain dates – we were all relying on each other to have stuff done by agreed dates, which often worked but most of the time, it wasn’t as successful.


I’m happy with how I managed my own time though. I managed to get the rabbit finished (textured, rigged & animated) before the Easter holidays. I allowed myself time to improve on the rig and refine the animations after he’d been tested out in engine which meant I wasn’t panicking about not having him in the final level a few days before the hand-in. This also meant I had extra time to help people out with their work. For example, I spent the majority of the last two weeks doing the light maps and collisions as they hadn’t been done along the way.
I also spent the last part of the week fixing up silly mistakes. Files had been named wrong which led to confusion when importing, the scale of certain objects were all over the shop and pivots were in the totally wrong place. These were easy fixes though, and I'd rather they were fixed than left to cause more issues.
Ideally, I would’ve liked to have spent the last week polishing up my own assets and maybe making a few more to help populate the level but fixing up the assets we already have is obviously much more important.


However looking back, I’d say this is definitely the one project I’ve learnt the most on. Not only artistically and technically, but I’ve also learnt more about myself too. I’ve achieved what I wanted to and even did a bit on the side too, but even though I produced a main character for the level, I don’t feel as if I’ve done a horrific amount. The majority of my time has been spent fixing things for other people, which sadly, has meant some of my own work is slightly lacking. I've still learnt from these fixes though, which I'm extremely grateful for. It's nice knowing you've helped someone in your team out too. Yay.

In order to reach the deadline set for Off The Map, we'll need to put the stricter time plan into action. I went into the labs on Tuesday to figure out what extra assets need modelling and when it all needs to be done by. We've worked out that including this week, we've got 6 left. Which may sound like a lot of time, but if you include the fact that the labs are closed for the final week, it's not long at all. Welp. I've made myself a personal time plan so I can get all of these assets modelled within a week so I can get onto sculpting pretty things and Tom has also been super awesome and made one for the group. It's a week by week one and gives us a nice idea of what level we need to be at each day.

  • Week 1 - Planning/organisation, bug fixes with models/textures and concepts/paintovers.
  • Week 2 - Modelling of assets and concepts/paintovers.
  • Week 3 - Sculpting/Texturing/Baking and fun engine things.
  • Week 4 - Review of population and 'is it playable?'
  • Week 5 - Finalising/polishing and OTM required documentation.
  • Week 6 - Final polishing pass and packaging of the level.
The majority of the team has been in the labs this week anyway, and we've managed to get our level looking more finished! Well, here's to the end of second year. It's been a good one.



Off The Map: Post Mortem
09:54

Off The Map: Post Mortem

Sunday, 15 March 2015

So this week has been pretty fun. Last week I was modeling clothes, frames, architrave and sculpting candles. This week I was finalising the clothing, sculpting detail into it and rigging. 


I managed to get this all finished pretty early on in the week, to allow myself more time on the rigging process. Before I started the rigging, I had a brainwave and realised that I should probably be doing the animation first, so I'm not wasting time moving bones forwards and backwards. Possibly one of the most time-saving ideas I've had throughout the duration of this project. I'm an idiot. 

Using the above chart, I created a short animation which I enjoyed a hell of a lot more than what I thought I would! The only thing that's really irritating me is the horrific jolt at the end...ughhhhh. I've been playing around with timing and placement of keys to try and fix it - trust me, it's not nearly as bad as it was. But, it's getting there, which is the main thing. 


I spent the majority of the weekend rigging, and he's finally done! For some obscure reason, I actually find rigging quite therapeutic...weird. Needless to say, time flew by anyway.
Week 24: Animation
08:14

Week 24: Animation

Sunday, 8 March 2015

I should probably start by apologising for the images in this post. As we have warped corridors in our level, why not populate them with warped paintings? I had to do some research to make sure that the paintings I was using were out of copyright and I'd be able to use them under Creative Commons licenses. So..here we go. I'll just post the creepiest ones. The right is a Waterhouse piece, and the left is by William Merritt Chase.


I'm so sorry.

Our group actually had to email the British Library and GameCity to ensure we weren't going to offend anyone. We're yet to receive a reply so they're on hold for now. However, Emma has told us that they might be a little too creepy and that they need to be made more 'Looney Tunes' as opposed to super creepy horror film.

Moving on...

I also modeled the architrave, frames, candles and clothing for the rabbit this week.

Door model courtesy of James
There were a number of iterations for the panelling, but these two were the ones we felt fit best into the level and the era itself. I've also been teaching myself a bit of ZBrush too and used alpha masks to create the bottom two photo frames. This took me around 10 minutes each, including baking. I don't even want to think about how long it would've taken to sculpt it by hand...


Here's how the clothing is going to far. I selected planes on the rabbit mesh and used the shell modifier to save myself some time. He's even got a little fishtail jacket that his tail's going to pop through. If it doesn't work I'll cry.



Week 23: 2spooky
08:31

Week 23: 2spooky

Monday, 8 December 2014

I found out at the end of last week (or the beginning of this week) that we'd been given an extension on the project. Instead of it being due in for the 5th, it's now got to be completely finished by the 10th in preparation for presentations on Thursday. HALLELUJAH. For once, I actually feel like I'm ahead of myself!

Sooooo, the modelling and unwrapping stages are complete! I've spent the majority of this week hand-painting my textures and making sure they all look pretty in UE4. I did attempt to sculpt folds into the skirt, which took me around 10-15 minutes, however 3DS Max decided it didn't want to bake anything. So a height map it is. Me being me, I left the normal until last for the first time, and I reeeeaaaally regret this now. Partly because of this.

Why is this happening at the last minute? :-(
I'm not sure how I didn't realise this was going to happen if I'm being honest. Idiot. I'm kicking myself over this now, but considering I've got 3 days left and it doesn't affect the model in UE4, I'm trying not to let it bother me too much.


UE4 is currently updating so here's a little Max render of how the textures are looking so far! I'm planning on adding a hell of a lot more detail into the skirt & other areas - hence why it isn't shown - but I'm starting to feel a little happier about her now.


I also managed to get hardly any work done on Saturday because I've been so distracted by the Uncharted 4 gameplay video. Help me. This also meant I stayed up until some ridiculous time in the morning playing Uncharted...
However, I managed to get all of my textures completed on Sunday which can only mean one thing...let the rigging begin.
Week 10: Stupid Seams
03:42

Week 10: Stupid Seams