Thursday, October 27, 2022

Common Art VR Project (Spirited Away) Proxy Pass

 For our Common Art VR Project, we are working on making a Spirited Away VR Experience. For this week, we have set up our rigged Proxy hand models, some animation poses, and a prop. Our prop was the bath token from the Spirited Away movie. I rigged the hand that was modeled my Monica De Puy, and set up our animation poses. I also brought the rigged hand into UE4. Lastly, I modeled and textured a quick Proxy prop of the bath token and made a Physics asset for it by making a rig in Maya. 

Here is where our project is located in Perforce: Cohort19-Public>Classes>Art>CommonArt>Unreal>Team4>VRHands4_27




    







    

Wednesday, October 12, 2022

Foreground, Midground, Background Illustration

 



Based off of a screenshot taken in the Witcher 1. I thought this scene was really pretty, even for such an old game, so I wanted to recreate it in a painterly fashion. 

Monday, October 10, 2022

Barrel Project- Final Pass

Gwent Barrel by Angel.Humphrey on Sketchfab


This week I finished up my barrel project. It was a lot of fun but hard work. I really enjoyed adding details to it and telling a story. I also uploaded it to Sketchfab and added post-processing to make it look really nice. 



My turntable animation, rendered in UE5 and Lumen. 




Rendered with Arnold



Rendered in Substance with Iray




Rendered in UE5 using Lumen



Wireframe render using Arnold


My textures and UV layout

Tuesday, October 4, 2022

Barrel Project - Sculpted Details and Bake

 




    



Here is my sculpted and low poly model for my barrel that I have UV mapped and set up for baking. I had a lot of issues with Substance painter not wanting to bake my maps and I think it ended up being an issue from my UV maps. 






Here are my UVS, which probably need updated and fixed up. 

I have my details baked on but it showed some errors so I may have to go back and do some edits to my UVS and High Poly model before baking it again. 


This project was different since I tried to go off the grid and not follow the provided videos as much and do more of my own thing, so I expected some errors and mistakes. I'm hoping to clean it up and polish it this week. 



Thursday, September 29, 2022

Composition Study: Fly Me to the Moon

 

For the composition assignment, I did a rule of thirds composition inspired by the art of J. Scott Campbell and the Cyberpunk: Edgerunners anime. 


Monday, September 26, 2022

Barrel Proxy and High Poly Models

 


Making the chain was a learning experience, but what I ended up doing was making a torus, scaling it a bit to make it look like a chain link. I then duplicated it, and rotated the second one to make the beginning of the chain. Then I duplicated the barrel, combined the mesh and made it live which allowed me to snap curves to the model. I used the EP curve tool to make the base shape of the chain. I then selected the two chain links and the curve and used the constrain tool to attach it to the curve. Then, I used the visualize > show animation snap shot and tweaked some of the values until the chain followed the curve and looked nice. Then I combined the chain models. It was a really fun learning experience and I plan to use the same method to add some more fun details around the outside of the barrel. 


Here is my reference art, from the card game known as Gwent. They have some really cool stylized barrels that they use to help define which card set you are purchasing, and I wanted to recreate one of them in 3D. 



Sprint #6 Delivery

 This sprint, I added finishing weighting touches onto the Angel, added the completed textures to the rig files, added the stained glass pan...