Thursday, October 25, 2018

Story Design - Character Thumbnails


Designing alternate thumbnail concepts of main characters


Concept work of main antagonist: The Hog King


Thursday, October 18, 2018

Character & Environment Final Pass - Red Riding Hood

Second week of our character and environment. Refining the environment and character shading for the final pass. I went for a more comic-style scheme.


Sunday, October 14, 2018

3D Cannon - Import Final Game asset to UE4

Last week I left off my cannon with a first pass through substance painter.


This week I went back in, reduced the reflection on the model and added a layer of color to the canon's mouth.


Using the export function of substance painter I created a series of maps that captured the different channels composing this texture. I uploaded the model to UE4 and connected the textures into a single material.




Thursday, October 11, 2018

2D Character & Environment 1st Pass

I am planning to take the little red riding hood story to a whole new level by bringing our innocent protagonist and dropping her into a modern zombie apocalypse. For this week I wanted to focus on really nailing down the line-work and composition of the image. Using next week to finalize environmental elements and work on color/shading.

The scene of my environment is set in Washington Street, Manhattan.


The perspective lining and skyline silhouette of this street inspired me to revamp it for a zombie apocalypse in my environment.


I then went to work adding the first pass of my character


There is still much work to do in terms of styling the environment to a more post apocalyptic scenario, and flushing out my painterly look, but a large majority of the constructive work had been completed.

Monday, October 8, 2018

3D Materials and Substance Painting

Baking a high poly zbrush map into maya and painting it over with Substance painter. 

Adding base metallic layer


Adding a powder coat layer and a base paint.


Painted a logo, and used a texture brush to add fine detail


Lastly throwing a layer of dust and painting edits on the normal faces for a studded look.


Friday, October 5, 2018

2D Character & Environment Project



Initial Concept :

Story - Little Red Riding Hood

World - Modern Zombie Apocalypse

"The road to grandma's house has never been so dangerous..."

Game Style Inspiration: RWBY


Thursday, October 4, 2018

2D 3-Point Lighting

Taking a crack at 3 point lighting this week.

Posed reference object



Trying a new painterly style wherein I take the base line art of the image, then overlay it with my original so I can pick and block out layered color combinations found throughout the image, and use the smudge tool to blend and add a bit of stabilization to the image.


Monday, October 1, 2018

3D Cannon UVs and High Poly Details

This week we add additional high poly details and map more standardized UVs to our previous cannon asset.

We start with the game poly model we ended with last week.



Using a mixture of planar and cylindrical mappings, we start to layout and scale our UV faces.


After breaking the model down in a manner that allows our seams to hide on the underside of the model, and make cohesive sense UV work space, I scaled the pieces to form a consistent pixel resolution throughout the model.


After our UVs were created, we worked on our soft poly mesh model, and added geometry on our corners to allow the cannon to maintain its core shape.


Once satisfied with the high poly mesh, I converted the soft poly model to actual geometry and exported the cannon out as a .obj file.

Opening my export in Zbrush, I began working on adding finer details to the mesh.


I wanted my cannon to look like it had been through countless battles and had earned every crack and scar across its surface. I scuffed the edges, rusted down metal, and added large cracks running throughout the model.

Once my additional details were completed, I decimated the model down to roughly 2 million polygons in Zbrush and ended with a visible map of the additional geometry.