Tuesday, June 30, 2020

Week 3 - Snack Bar


Status Update
  1. UV's for the trim sheet proved to be more difficult somehow.  I had to troubleshoot a lot more than I had hoped. 
  2. Trim sheet is done, just now its substance painter and some texture baking from Zbrush if needed. (Doesn't feel like I do though)
  3. Model is "Done".  Just needs cleaned up and UV'd at this point. 
  4. Not in engine yet.

I'll update this post with more detailed information of what happened and how to avoid it (once I figure it out fully that is).  So far I've made some fixes to it, but they're not permanent fixes right now.

PROGRESS SHOTS










Steps Currently Done for Trim Sheet Pipeline Integration
  1. Created a reference image board for the product.
    1. Put all of the artist's work onto a Pure Ref and up resolution some portions of image for readability
    2. Used PureRef to gather images directly from Valorant and gathered reference for what type of detailing the textures would be.
    3. Went to Photoshop and cut and trimmed down the images to get just the texture desired.  Straightened the image out and placed it onto a predefined trim sheet size to prep for making the high resolution FBX in Maya.
  2. Maya Creation
    1. Worked on a blocked out version of the building keeping into consideration the scale of a normal sized human.
    2. Polishing block out of building, refining as I go and fixing certain problem areas that I knew I needed to tackle to be ready for UV's.
    3. Semi-modularized assets to account for integration into UE4 and allowing for kit bashing if needed for other projects.
  3. Trim Sheet Creation
    1. Made seamless textures that pan across a square UDIM.
    2. Modeled set of tiles spaced out to allow for 7 different texture variations.
    3. Took it into Substance to match the style of Valorant.


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