09.10.24
It's been a while
This is a big milestone.
Recently I graduated and I had a feeling in me. A feeling that was telling me I just wanted to be better. I had done what I could so far with self training and free online content. But I really wanted to take a huge step forward with my 3D design. So here it begins.
In this project I deep dive into game technology for large scale environments and learning all the tricks and project management involved. From 3D modeling to vertex colouring.Texture generation, to decals and terrain scultping.
For each model in the scene, I'd make a mesh in Blender, sculpt higher details in Zbrush, bake normal maps in Marmoset and then combine with textures from Substance Designer. Creating highly detailed realistic models.
For each material there was a single Master material set up Unreal under this node setup. It enables colour, roughness, height, normal, and ambient occlusion for any model.
This material also enables vertex colouring and the use of RBGA Mask maps for generative effects from substance painter for things like dirt, highlights and colour variation.
Here is an example of a model that takes advantage of this vertex painting and masking for effects.
18.06.24
Danger Line is a 3D game developed by Davis Lang of RMIT that I was recruited for to help create the 3D models for the environment.
Davis had shared with me his inspiration and I got to work on my own designs for the models. The workflow I used was to model these with some references from images and other games. (Risk of Rain 2, for this drone) Then to unwrap the models for texturing in Substance painter.
In Substance, I used materials, generators, masks and effects to create texture images for Colour, Normal, Roughness, Metallic, and Emission.
Here is another example of this.
Once I am done I create an export profile to generate the desired texture images for the model for the particular software that it will used in. Particularly versions for Blender and Unity.