Here is the model sheet for the final game resolution rifle. As stated before, it came in at about 7200 tris. Next week, I will have it in UE4 with effects and sounds.
So we chose which inspiration we will use for our second portfolio piece today. I am inspired by yet another Russian artist, "Faintsound" from deviantArt. I'll be modeling the first design here:
And as a secondary objective, I am also inspired by these Insomniac designs. I'll be modeling the first one on this sheet as well, #232.
This is my results from Isaac Oster's knife tutorial. There are quite a few techniques you can do in Fusion 360 that would be difficult at best to do in Maya. Of particular interest to me were things like pattern arrays, how almost everything is a Boolean, and the editablity of things done previously. I will definitely be using this program for at least some of my modeling.
I chose a steampunk mech design originally done by Alexey Zakharov. The modeling took all of a month (with 3 other classes.) What I ended up with was a fairly massive amount of polys. This was before convert to smooth:
It's time for our first portfolio piece. We will have roughly a month to take a complex design all the way through the process. The end result should be a game res model with pbr textures rendered with Keyshot, and I plan to take the model into UE4 and have Lawrance Susenburger do his visual effects thing.
For this first project, I will be reproducing this design by Alexey Zakharov. I will be making a few subtle changes so it will not be an exact copy of his original. I am thinking that the mech could use a few lights and maybe a caged vacuum tube or two. Looking forward to the challenge.
This week we turned our attention to Substance Painter. I felt a little more comfortable in Designer. And boy does this program need a render viewport feature.
This assignment was broken into two parts - one rifle (prop) before Spring Break (Vertical Slice week), and the rest to be turned in before the next class after returning. Here is the first:
Part 2
Here is the second part of the assignment. This is my comfort zone - modeling in Maya. I really enjoyed leisurely knocking this out. I started with two complete designs, A and B, based on actual sniper rifles used in Eastern Europe (Kosovo mainly) during conflict in the 1980's. For the remaining designs, I shuffled the pieces around. Admittedly, I obsessed over the line quality on the toon lines in Maya, but it was worth it. I don't have a favorite; I like them all.
This week we worked up concepts for vehicles that might be in our game. I chose to do different variations of a marketplace vendor cart. There are several pieces that were used in all four.
Using the toon shader in Maya to simulate the the blueprint look as in Sketchup, I modeled a bunch of modular props to move around and explore spaces for our environments in our Capstone game.