Tag: UE4

Week 3.5 – Blockout Done, Time to Model!

Finished the blockout today. Health issues have slowed me down a lot more than I would have liked this week. Feeling slightly better so hopefully my delays will be over in the next couple of days.

This week I will start modeling the more modular pieces. For more info check out my polycount thread.

Here are 3 potential camera angles for my final beauty shots.

HighresScreenshot00001 HighresScreenshot00002 HighresScreenshot00004

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Week 3 – Blockout Part 1

Unfortunately didn’t get much done this week for modeling due to putting in a lot of work on my new portfolio site, resume and dealing with start of the semester type things. But I have the weekend to commit to modeling and will be posting an update with the final blockout sometime Sunday, which will be the same day that I update my polycount thread. Also my new site will be up sometime in the coming week, after that I will be updating my business card and ordering those for GDC. My current ones are fine but I have learned some good tips for making a card specifically for events such as GDC. One of those is adding a headshot of myself and a section for notes on the back of the card, that way my card feels more personal and people can write any note about my they want when they take my info. Another issue with my old card is that the model I threw onto it was my just finished character model from last semester, the problem is that I am not a character artist, and my card understandably confused people. Good thing I wasn’t looking for jobs yet I guess.

As for modeling: I am playing with a lot of basic forms tonight and will most likely be doing so for the next few hours, I just need to get this post out there as an update. I feel like my last environment’s main flaw was a lack of a solid blockout. The current blockout I have now is about the same level of detail, if not more, than what I spent on the old environment. Because of that, last time I fell into a horrible trap where I was half way done with the project, and didn’t like where it was at, or have any clue how to fix it by adding more. I had to basically cut my losses because of deadline and do the best I could with what I had. This time around I am working on an even tighter deadline, but I have many more hours per day to work on the project so I think over all time will even out.

I am really enjoying where this environment is headed though. It will also be the first environment that I don’t really base off of someones concept and then adjust slightly. This one will be mine from the ground up so my blockout is sort of concepting things as well.

From here on out my plans are to finish the blockout (this weekend), make high poly meshes (either in zBrush or Maya depending on what is needed for the mesh) for the base environment (this week and next week), create the lowpoly and bake out, take things into nDo as needed(this week and next week), then Substance Designer or Painter and possibly photoshop if needed (this week and next week), throwing them into unreal and testing lighting (this week and next week). Then onto taking the individual small props from blockout through that same pipeline (next week and the week after).

shot1 shot2

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Week 2- Tiled Tiling Textures of Tile

Part of my goal this semester is to have a get set of Tiling Textures for my portfolio. Usually when I look into what studios are looking for when it comes to environment artists they all mention tiling textures. What a better way to start that series than with some tiles?

For this first one I purely used substance designer. Future ones I am going to incorporate sculpting and possibly even some hand painted textures.

Besides this I wasn’t able to get too much done because of the Global Game Jam and it messing up my sleeping schedule. But I did start a really basic blockout of my Throne Room scene. I am still playing with the overall layout and forms that I want the rooms in so it isn’t very impressive to look at right now. Either today or tomorrow I will be posting everything to polycount and linking that on this blog.


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PBR Resource Gathering


Or at least that is the way that PBR makes me feel.  As a 3D artist working in games PBR is something I have been devoting a large chunk of my time to. Sadly I have had no projects focusing on using a PBR workflow since most of my work in the last few years has been for Unity and focused towards mobile.

This semester I am finally able to create some PBR work, across multiple projects. I will be working in UE4, and using Maya, Substance Designer/Painter, Photoshop, and Quixel’s new suite.

I also plan on going a bit more stylized with the look, partially because I love stylized texture work, but mostly because I feel this is an area that has yet to be fully explored with PBR and would love to work through it. When most people think of this workflow they think of realism, in fact there was a lot of people wondering if stylized/hand painted looks would even be all that possible.

I’ll just leave this here to answer that: http://www.polycount.com/forum/showthread.php?t=135431

To start out this series of updates I thought I would throw together the resources I have gathered so far on Physically Based Rendering.

The first things I want to list are meant for those new to PBR:


Both of these are great resources for starting out with PBR and gaining an understanding. Once you have your footing however I suggest you take a look over at marmoset’s website since they they two great write-ups on the subject.



Another great resource for those looking to dive even deeper into technical aspects:


And the following is more of a “PBR in practice” type section:


I hope to add more in the future as soon as I have enough for a post.

Next week I will be posting some peoples work I have gathered to show off some of the great work people are coming up with using this workflow.

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