-sculpts on the hair
-back braid
-braclet
-squares on the pants
-more folds
-belt
-hearts on the chest
For this sprint, based on the feedback of the HUD we got last semester, which was it was a little disturbing or distracting. I am redesigning the HUD or UI for user experience and aesthic purposes. I used the Iron Man VR experiences as references and was able to improve and get some inspirations. For example, for it to not be disturbing the player during game, it should not be so appearent. So I turned down the opacity.
For my first portfolio piece I want to do Jolyne Cujoh from Jojo's Bizarre Adventure part 6, Stone Ocean. This is a screen shot from the opening. I am going to treat this project it like a figure bv handpainting the textures in 3D coat. The style will be
Here is my plan through out the project:
Week 1: poxy and start high res
Week 2: finsh high res sculpt
Week 3: UV and game res
Week 4: hand paint using 3D coat
For this week, I did not accomplish the goal of having my Poseidon textured and game ressed. I progressed my sculpt more to a suitable sculpt and proceeded to game res. I learned to do the scales by learning to use the zbrush noise maker under surface. I will need to take the next couple days to catch up and finish him for industry review. Below I did some test bakes for some parts.
For this sprint, I applied fixes to the hallway walls as well as applied materials to the window walls.
For this week, I continued working on my sculpt for the Poseidon statue. However, I ended up behind on the sculpt as I went back and refined my sculpt as well as learn new ways to make my sculpt better and cleaner. With only another week left for this assignment, I will need to spend more time this week to finish what remains on the sculpt as well as do game res and textures. Fortunantely, being a Greek statue, the texturing will be pretty straightforward.
Some things to note is I spent time on make Poseidon's beard look closer to the Orb style. I used a hair brush to create curves in which I used a combination of polygroups, standard, dam standard, and hpolish to achieve the cleaner look after blocking out the pieces.
I spent time and revisted the face as well as I took Professor Zuccerello's advice and made the face symmetrical and centered before refining the face and adding in detail. The method was very helpful as I am more sastisfied with how the face ended up turning out.
I still need to work on the muscles more. I was told last week to check out Scott Eaton's anatomy app. On my research for it, I found a website through twitter that has the famous anatomy model on the desktop for free which is more convenient in my opinion at https://ecorche.anatomy4sculptors.com/muscle-man
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| Close up of face and beard |
For this week, I continued to work off of the proxy of my poseidon sculpt and continued with blocking out the forms before moving onto focusing on secondary and tertiary detail. Taking into feedback from my art lead as well, I gave poseidon more motion in his pose now and more exaggeration.
For this upcoming week, I plan on finishing up the sculpt. I still need to polish the beard and hair areas as well as refine the muscles. I also want to add in fish scales on the tail as well as finesse the water on the base more. Lastly, I want to add in damage to the statue similar to the Overwatch/Orb style. I have definitely learned a lot doing this project.
For this sprint, I worked on creating smart materials and textures to push our proxies further for the central unit, hallway parts (floor, wall, and ceiling) and factory parts (floor, wall, and ceiling).
| Central Unit Base Smart Material |
| Central Unit Emissive Smart Material |
| Central Unit Eye Smart Material |
| Central Unit Cables Smart Material |
| Factory Floor Smart Material |
| Factory Wall/Ceiling Smart Material |
| Hallway Floor Smart Material |
| Hallway Wall Smart Material |