Ioan Rusu, Games Art
Thursday 4 May 2017
Project Building the characters
The bottom plane of the helmet had an object assigned on all faces in order to achieve scale like appearence(Zbrush)
The tattoos were made in Zbrush but they were exported at lower polycount for the ue4 Project
models for arabian before being sculpted in zbrush. Detailing and adding geometry was made inside Zbrush
models used for longbow before the sculpting process in zbrush
all shapes on this model were sculpted inside zbrush, except the hard edged sword which was brought in.
Blue Models were made in maya and red ones directly in zbrush
Project Beta Details on Building the scenes
Wednesday 3 May 2017
Project Misc. Tools part 2
sounds created in audition have been added to the specific scenes
other particles from the started pack have been used. such as the smoke effect and the fire effect
particle effect creation
CodeTeleportToDifferentMap plus closeup of the trigger boxes
Mixamo animations have been added from making T pose versions of the low poly models
main menu hub I got the polygonal shape by remeshing a maya sphere in zbrush
Lampion model with glowing effect and floating animation seen on the right.
japanese architecture using reference made with maya and zbrush
water standard material helped me shape out a proto-scene in engine
other scenes were a combination of standard ue4 materials and vector 3 materials
Tablets with historical info about the various characters were made
Low poly object and the sculpted with details high poly version were brought into xnormals to bake normal maps. Applying them on the models inside ue4 created a material for every tablet.
other particles from the started pack have been used. such as the smoke effect and the fire effect
particle effect creation
CodeTeleportToDifferentMap plus closeup of the trigger boxes
Mixamo animations have been added from making T pose versions of the low poly models
main menu hub I got the polygonal shape by remeshing a maya sphere in zbrush
Lampion model with glowing effect and floating animation seen on the right.
japanese architecture using reference made with maya and zbrush
water standard material helped me shape out a proto-scene in engine
other scenes were a combination of standard ue4 materials and vector 3 materials
Tablets with historical info about the various characters were made
Low poly object and the sculpted with details high poly version were brought into xnormals to bake normal maps. Applying them on the models inside ue4 created a material for every tablet.
Project Miscellaneous Tools and models/props used for the Character Dioramas
Maya Animation imported in UE4. Custom glowing material created in ue4 added.
example of using a starter content material such as the rock material.Turning it into ember by using tutorials on how to use the connectors inside the material editor in unreal engine.
by changing the material and adding different glow effects i have managed to get the difference between the portals of every character:
green-lined boxes represent trigger boxes for the teleportation
trigger box :)
viking ship corresponding to the viking character
connectors show timed sound effect alongside with a timmed teleportation inside the intro map which is synced with an animation of the hexagon which is mainly an illusion of the player going through a tunnel.
candle modeled in maya and then used with a candle particle system created with a psd file of a candle light.
example of using a starter content material such as the rock material.Turning it into ember by using tutorials on how to use the connectors inside the material editor in unreal engine.
by changing the material and adding different glow effects i have managed to get the difference between the portals of every character:
green-lined boxes represent trigger boxes for the teleportation
trigger box :)
viking ship corresponding to the viking character
connectors show timed sound effect alongside with a timmed teleportation inside the intro map which is synced with an animation of the hexagon which is mainly an illusion of the player going through a tunnel.
candle modeled in maya and then used with a candle particle system created with a psd file of a candle light.
Project Scenery creation for the Walkthrough made in Unreal Engine 4
Subscribe to:
Posts (Atom)