Thursday, October 31, 2024

Common Art Week 10 D Stage

Model is 30,461 triangles

Ok so this week I worked on the Medusa high poly model. I took the block out and refined it to resemble our concept art more closely. I mainly refined the face and blocked out the outfit. I also upscaled the model to resemble to tower over the player and appear more threatening. This version of the model is 30,461 triangles.









The naming conventions aren't great I know, ill fix that for the future. Its hard to stay organized sometimes due to the model constantly getting updated, working with different iterations of a model (especially late at night), all while working towards a final result, but that's part of the job so its time to ADAPT






Monday, October 28, 2024

Week 10 Proxy / Protomeshing

Here is where my blockout is currently at in UE5

Some Viewport shots from blender





For this week I mainly used references that I had already gathered in the previous week. I spent a good amount of time figuring out the shape for my Turtle. One of the things I took into consideration was how the shape of these aztec headdresses would translate to the shape of my turtles head. 

A concept sketch I made to help me figure out the direction I want to go with my turtle.


I did some digging and found this model of Aloy from Fortnite, it was interesting to see how the fellas in the industry are making the topology on their models, helps give me an idea on what I could do for my turtle. The model is 35,351 triangles total





Thursday, October 24, 2024

Week_09 Layout / F Stage

 For this week I created the proxy mesh for medusa to be placed in unreal engine. I took the design aspects that were kept from the concept art stage and applied them to my base that I made in week 1. I was not sure how to A-pose Medusa because of her snake tail so I looked at references of a LoL champion - Cassiopeia. I decided to go with the A-pose from her official LoL model














Monday, October 21, 2024

Week 09 Character Blockout

 This week we began our blockout of the natural environment 3D artist team project. I am creating a war chief turtle humanoid called a Tortosaur.










I really liked the overall bulk of Nicks tortosaur, but I wanted to make mine a bit more sleek, lean. I also wanted to make the face of my character have more of beak. My character is going to be a war chief, so I wanted to make him bulky with an imposing stature. I plan for his shell and beak to be more akin to a snapping turtle for a more aggressive look. He will also have a front carapace. I want him to have some heavy, organic shell armor


Since my character will be the war chief of his tortosaur tribe, which has a culture that is essentially a mix of ancient mayan and azetec culture, I went to find references of how those civilizations dressed. I found a lot of cool artists designs of their idea of them, but I found it hard to actually find refs of real life stuff from their actual culture. there was also a lot of AI generated images so, you know the whole photocopying a photocopied picture. Its not reliable but gave me a good start for ideas.  


I was finally able to find refences of real ancient Aztec headdresses. I plan on my character having an ornate feathered headdress, Ill most likely make the feathers with a hair card workflow.


Oh and also I was doing some pipeline / workflow research, I'm learning about blizzards character creation pipeline. really fascinating stuff. I'm hoping I can take a good chunk of the stuff I'm learning and apply it to this character as well as future projects.











Thursday, October 3, 2024