Monday, July 27, 2020

Fall Semester Plan

Paxton Klotz 3D Project Plan


My plan is to do 2 large environment projects, while working on small props to break up the work and give myself small breaks and keep myself for getting burnt out. (unless I counted wrong we have 14 weeks in Fall Semester

Project 1: Realistic Private Passenger Car Interior


(Full Pinterest/reference board: Here )
Plan to do some research into Megascans to see how they can improve my PBR pipeline
  • Week 1: Block Out completely
  • Week 2: Refine low poly for simple shapes that don’t need too much re-top
  • Week 3:Finish low poly shapes and pull into ZBrush
  • Week 4: Finish High Poly and have first bake
  • Week 5: Texturing In progress (depends on how Megascans works out)
  • Week 6: Textures complete and final Presentation. Plan is to render in UE4 since that’s where Megascans lives.


Project 2: Exterior Diorama with Foliage


(Note haven’t definitively decided on which one I’m doing, I’m still looking)


(Full Pinterest/Reference Board: Here)
Trial by fire to learn how to do foliage well
  • Week 1: Block Out completely
  • Week 2: Finish low poly shapes and pull into Z-Brush
  • Week 3: Finish High and retop, First Bake.
  • Week 4: Texturing part 1
  • Week 5: Texturing with focus on foliage
  • Week 6: Textures complete and final Presentation. Plan is to render in Marmoset probably since these are dioramas, but may need to change plans if lighting requires it.

Then there should be 2 weeks for me to go back and make any polish/changes that have been suggested


As I wrote before I’m planning on doing about 10-15 hours a week on props in addition to this. I have pinterest boards for small and large props which I will link here (and continue to add to) I want to have a focus on realism/stylized realism since that’s what people seem to like to see on portfolios. Basically I’ll just pick one I like and work till it’s complete, alternating between small and big props. (also for reference about 15 hours a week is what I was spending on 3D so I plan on getting at least 3 or 4 good props out of this)

Small prop Board: Here
Large Prop Board: Here



(realized after posting this that pinterest doesn't let me set links to sub-boards
 so they all lead to the fall projects folder, but the sub boards are clearly labelled)

Cassette High Poly/First Bake

High Poly Cassette

And I got to first bake too! There are a few errors, but pretty good for a first bake :)


Thursday, July 23, 2020

Research

For my research/process project i'm posting my interview that I did with 80 Level. It includes the general process of creating my military radio, and includes images and GIFs. Keep an eye out in the next few weeks I am going to post a video breakdown of my texture structure and talk about the process of texturing a realistic asset, but for now the article can be found Here

Monday, July 20, 2020

Cassette Player Week 1



Starting on a personal project, a little cassette player because I need to get better at texturing plastic lol. 



Monday, July 13, 2020

Week 1 update

I updated the presentation for my axe and I changed the proportion of the front of the axe to more closely match the concept piece. I have all of my new pictures as well as the marmoset viewer here on Artstation and I'll post the pictures here for posterity. 




Monday, July 6, 2020

Fisherman's Axe Week 4


I've collected all of my nice renders in one place: 

My Highpoly

With textures out of Marmoset
I wanted to try hand-painted in substance using masks, and I really like the results

Wireframes

I'm really really happy with textures right now. I may put some more time into presentation in the coming weeks :)

And just as a reminder the wonderful concept done by Elodie Mandaloni

Monday, June 29, 2020

Fisherman's Axe Week 3

Got a little behind this week but not too too much. I have the high and low poly done,the only thing that I didn't finish thus week was the UVs, which shouldn't take forever

Very happy with how the high poly turned out

The Axe is 17646 tris

Monday, June 22, 2020

Fisherman's Axe Week 2


Week 2! Progress on the fisherman's ax, Started by playing with proportions to match the concept more accurately. With a reminder of the original concept

Adding, or rather subtracting,the stone inlays where the glowy blue comes through, and mostly finalizing the low poly (except for the tentacles, which will need to be re-topped because of the suckers
 And some progress on the high poly, need to do another polish pass but the suckers are on. Made some simple IMM brushes (right) to make it go quicker
Tomorrow gonna start hardcore research into texturing pipelines for hand-painted


Week 1: Blockout and start on low poly work
Week 2: Finished Low Poly, Start on High Poly and cry
Week 3: Bakes Finished, start on textures
Week 4: Final Textures and Presentation

Monday, June 15, 2020

Project 2 Week1

Original Concpt by Elodie Mondoloni

Progress made, still need to do lots of work on crystal areas.Got the tentacle shape in though,which killed me.


Week 1: Blockout and start on low poly work
Week 2: Finished Low Poly, Start on High Poly
Week 3: Bakes Finished, start on textures
Week 4: Final Textures and Presentation

Tuesday, June 9, 2020

Project 2 proposal


I really wanted to do a weapon and I wanted to do hand-painted workflow for the research project

Hag's Breath Dagger



Fisherman's Axe

Hammer of the Reluctant King

Monday, June 8, 2020

Monday, June 1, 2020

3rd week

Finished high poly and first bake. There are a few bad baking issues, but I think they should be pretty easy to fix.




Monday, May 25, 2020

Monday, May 18, 2020

Radio week 1


Progress on the radio
I just about have all the shapes so i can start porting into zbrush and doing the high poly piece by piece.




Week2: Next week i should have the high poly very close if not completed
Week3: uv/lowpoly done, significant progress with textures
Week4: lit and textured in marmoset and nice good lovely rendrs for artstatiรณn

Monday, April 20, 2020

Coffee Shop Mech (Vehicle Week 5)

Coffee Mech Robot Final turn-in!

I'm really happy with the way that this turned out! I modeled this based off of This illustration done by Cameron Sewell, I still need to pose it and put it in engine, but textures and low poly sculpt are done :) It ended up being 33741 tris 





The Original drawing :)






Monday, April 6, 2020

Vehicle week 3

Cool Guy, low poly is finished unless something gets pointed out in class

Week 1: Blockout basic shapes and get reference together
\Week 2. Finish Low poly (fingers crossed no re-top necessary)
Week 3. High poly sculpt and time to retop anything if it needs it.
Week 4. Uv and start with textures
Week 5. Textures and rendering

Monday, March 30, 2020

Vehicle Week 2

Mech Progress~

After doing some research into articulated machinery in Videos Game, im giving myslef a hard limit of 35,000 tris with the personal goal of staying below 30k. Vehicles that are solid have fewer tris but based on mechs and articulated vehicles like tanks from some FPS games put the average to about 35-40k. This alongside the fact that I'm also furnishing the sidecar and vending machine makes me feel lke 35k is a good number with a strong possibility of goin lower.
 And to show of a bit of the ability to move. I have the arms and legs all figured out motionwise and implemented, except for the wrists/ankles which are gonna need a series of tubes I think. I'm also using the text to polygon tool, It can be cut out and baked if necessary but I really like the look of it
Week 1: Blockout basic shapes and get reference together
\Week 2. Finish Low poly (fingers crossed no re-top necessary)
Week 3. High poly sculpt and time to retop anything if it needs it.
Week 4. Uv and start with textures
Week 5. Textures and rendering

Monday, March 23, 2020

"Vehicle" Turn-In #1

First turn in for the vehicle/environment project

Im doing this vending machine mech, that Cameron Sewell (twitter: https://twitter.com/Thdark101) Illustrated
My reference board is mostly that image, along with other mechanical based drawings by the same artist so that I can see how they handle stuff from different angles and general mechanical images, and a few extra drawings that I thought had some cool bits to look at.

 What with.... everything... it's been a bit of a slow start, but It'll pick up next week
Need to make the legs a touch chonkier, and add.... arms