GAME ART - 3D/2D Character and Environment (Porting and Testing)

TAN YING YI / 0362425 / BACHELOR OF DESIGN (HONS) IN CREATIVE MEDIA
GAME ART
3D/2D CHARACTER AND ENVIRONMENT (PORTING AND TESTING)



INSTRUCTIONS



3D/2D CHARACTER AND ENVIRONMENT (PORTING AND TESTING)

INSTRUCTIONS

You are to build your character and props in 3D and to be tested in Unreal/Unity game engine. Rigging for character can be done in Actor Core Accurig or in Blender. Textures for both character and props can be created with substance painter. As for props we will be evaluating the hero assets and medium sized asset. Each assets will be ported and tested in the game engine.


I had learnt to do uv map from the high poly model in zbrush but it seems cannot use.

Fig 1.1 Body UV Map

Fig 1.2 Modelling Process



Fig 1.3 Import to Blender to Smoothen and Clean Up

Fig 1.4 Import to Substance Painter

Fig 1.5 Tried the Materials

Fig 1.6 Trying to Import To Unity

Fig 1.7 Character Poses and Action

Fig 1.8 Testing UI in Photoshop

Fig 1.9 Arranging Layout

Fig 1.10 Character Turnaround





FEEDBACK
Week 7: Too many contrast, maybe play around another two character.

Week 10: Test actual UI in Photoshop. Refine, proper design and weapon.


REFLECTION

Due to the high polycount in my modeling and the limited time, I wasn't very skilled at retopology, so I used ZRemesher to reduce the polycount. I'm not sure if I reduced it too much, but the result wasn't ideal. When I imported the FBX file into Substance Painter, the sword's hilt was only half there. I tried using "Close Holes" and Blender's "Clean Up" but couldn't figure out the cause, so I could only view a rough version in Substance Painter. My computer couldn't open Unreal, so I used Unity instead. The model displayed, but for some reason, it showed up in fluorescent pink. Due to time constraints, I wasn't able to complete perfect texturing and porting, but I will continue to study and improve my skills in Substance Painter and game engines.

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