Setting the Scene Space To begin with, I started with the first scene that’s set in Space. To do this, I followed a YouTube tutorial (I See 3D, 2021) and downloaded textures (SolarSystemScope, 2019) which contained Earth, Clouds, Moon and Stars. Within Unreal Engine, I created an empty level and created a sphere within the … Read More “Production Notes” »
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Video Showcase Rendered Images Orthographic Wireframe of Topology Reflection and Review Throughout the 3D Character Design module, I struggled a lot using the new software provided for us. I enjoyed experimenting with the different brushes in ZBrush, but found the software quite difficult to use when sculpting the desired design that I wanted. When it … Read More “Final Production Piece” »
Substance Painter When importing my model into Substance Painter, I came across an error that merged my UV Maps together; this made it impossible to paint over as the UVs all overlapped. I tried many different attempts with different export settings, but none of them worked; therefore, I decided to export the objects separately from … Read More “Texturing & Rendering My Character” »
To export my model from ZBrush to Maya, I must use the ‘Decimation Master’; this tool allows the user to reduce their polycount of the model without losing too much detail. Depending on the percentage of decimation, I am able to decrease my polycount before exporting it to Maya. To begin with, I pre-processed all … Read More “Retopology and UV Unwrapping in Maya” »
Creating a Blockout To begin the blockout, I followed the tutorial to create the basic shapes of anatomy. I started with the head by inserting a sphere and adjusting the shape with the ‘Move’ brush. By altering the size of the brush and enabling symmetry, I was able to create a head shape for my … Read More “Character Modelling in ZBrush” »
Character Research & Design Ideas When beginning this module, I first decided that I wanted to create a person. I was struggling with initial ideas, so I decided to experiment with a character I had created from my Scriptwriting module. The basis of my character is a regular painter, but because I needed the character … Read More “Generating Ideas Informed By Research” »
For the Post-Production and VFX module, we were assigned the task of creating a 60 second visual effect sequece for one of the following: Planning and Research I first wanted to experiment with something like a video-game cutscene, so I began storyboarding a narrative about a witch, because I thought it would be interesting to … Read More “Planning & Storyboarding” »
Video Showcase Beauty Shots/Renders Orthographic Reflection and Review I enjoyed the process of creating my 3D asset. At the beginning I struggled coming up with an idea, but once I had finally settled on one I was excited to create the model in Maya. Although there were a lot of learning curves and difficulties using … Read More “Final Production Piece” »
Substance Painter Once I had finished modelling, I took the model into Substance Painter and baked it. By baking the model, it creates texture files for me to edit onto my model. Textures To begin the process, I created a folder for the textures of the page then created fill layers and black masks over … Read More “Development Process: Texturing and Lighting” »
Book Cover Spine The beginning stage of the modelling process was a little difficult for me. I first began by creating a cube and scaling the proportions so it would resemble the shape of a book. Next, by selecting the multi-cut tool and holding CTRL, I was able to create edge loops around the areas … Read More “Development Process: Modelling and UVs” »