Sunday, September 6, 2020

MineCraftish Level

 For this week's assignment, we had to make a Minecraft-inspired level by modeling and texturing a cube. I started by modeling a cube in Maya with simple bevels and laying out the UVs.

Beveled cube

UV layout

Then in Photoshop, I created different textures for the ground, bark, leaves, and water.

The water texture I created.


I set up the material and material instances in Unreal, and then built and lit the scene.
Material graph
Level complete

Level complete











Wednesday, September 2, 2020

Silhouettes

For this week's assignment, we had to take a preexisting spaceship base form and create 9 different variations. After opening the base file, I set up a top-down camera in Maya as I thought that would best showcase the variations.

Base Silhouette we started with.

Then, using basic shapes, transformations, and lattice deformers I modeled different variations of the form.

An example of a variation I made.

I rendered out the silhouettes from the camera I set earlier and arranged them onto one sheet in Photoshop.

Final Silhouette Sheet

Wednesday, August 26, 2020

Shapes Assignment

For Common Art, the first assignment was to pick out a spaceship or building in  a Sparth piece, recreate the general form in Maya using primitive shapes, and then use a screenshot/render of the 3D forms to illustrate on top of.


First, I picked out the Sparth image to reference.

Artwork by Sparth I referenced.

Then, I modeled a base form in Maya. I also added lights to approximate the lighting present in the illustration. I took captures of both the pure model without lighting, as well as the model lit.
Unlit Mesh
Mesh with lighting



Then, I brought the captures into Photoshop and painted on top of them, resulting in this illustration.


Final Illustration










Unreal Simple Box Level

This week's assignment is to create a beveled cube in Maya and import it into Unreal to build a basic design. I imported the figure model from Unreal for scale reference.

Imported Unreal Figure into Maya

Then I created a beveled cube so that it is 10x10x10 Unreal units and lies flat on the ground grid.

Created a beveled 10x10x10 unit cube

In Unreal, I created a parent material graph. i then created three material instances and adjusted the colors to quickly make material variations.

Parent material graph in Unreal

Material instance

For my design, I referenced a 2D pixel heart design and recreated it in Unreal from duplicating the cube. Then I positioned the hearts and applied the material instances.


Voxel hearts with material instances applied, lighting and fog tweaks

Voxel hearts with material instances applied, lighting and fog tweaks

Voxel hearts with material instances applied, lighting and fog tweaks

Voxel hearts with material instances applied, lighting and fog tweaks

Grave of the Fireflies: Sprint 12

 In this sprint, I helped create a new introductory level that precedes the main experience. I created the sequencer, adding in the introduc...