Showing posts with label Common. Show all posts
Showing posts with label Common. Show all posts

Wednesday, July 5, 2023

Thursday, June 8, 2023

Castle Sprint #2

 


  • 1st Pass Camera Sequence

  • 2nd Pass Lighting

  • First Pass Landscape Sculpting and Level Art

Sunday, June 4, 2023

Common Art Sprint #1

 

During Sprint #1:

  • Establish ArtSource and Unreal Engine Project
  • Gather Reference for lighting and mood
  • Proxy level - landscape, background, and import proxy castle

Thursday, February 2, 2023

Lighting Workshop Finale!

For this assignment, I used an environment from the Unreal marketplace. I lit it three times using Lumen raytracing. I attempted the three challenges for this study: using light to direct the viewer's eye, playing with color, and lighting the same scene at different times of day. 

Lumen Day Scene

Lumen Night Scene

Lumen Monochromatic

I think I had the most fun playing with color. Keeping the environment mostly in shadow was easier for this project, considering that the environment leans into being a 'shadowy place.' I wanted to try for a monochromatic scene which is achieved with the 'lava' scene. I also tried to use light and color to direct the eye - the night scene.



For this next image, I tried to recreate my Lumen day scene with baked lighting. I wanted to see how close to Lumen raytracing I could get with non-raytracing baked lighting. I think I still need practice with 'static' lights because when I was lighting, it was easier to use 'stationary' lights. The static lights were throwing a lot of really weird reflections on the rocks. It's something I will be investigating more in the future.

Stationary Baked Lights



Edit: It was the reflection captures. Which, in hindsight, duh. Issues with reflections? Check the reflection captures! I relit the scene again, but this time I used only static for the lights, including the directional light and skylight. With more time, I think I could have the lighting look a bit closer, but I'm happy with how it came out.

Fully Static Lighting




I had a lot of fun during this whole Lighting Workshop:)

Friday, January 27, 2023

Lighting Workshop #3

 




I used a material I made in substance designer for the floor for another class since it had some specularity and wet spots. I textured my model in substance painter as an 'old gold with dirt' and used multiply nodes in the engine to tweak the final look.

Friday, January 20, 2023

Lighting with HDRI

I lit this scene with a daylight HDRI on the skylight. I added some 3D-scanned models and some cylinders to fill out the scene.



Thursday, January 12, 2023

Lighting Workshop #1

 


Beauty Render - The story is that the dragon is facing a fire and the moon is shining from behind.




Edited shot using AO and Curvature Render passes. I used 2 AO renders (.5 @ 25% opacity and .75 @ 20% opacity - multiply blend mode). I set the curvature render to Linear Add for the highlights of the curves of the statue.


Four RGB renders of the Key, Back, and Fill lights.


    
Beauty Render 2



Beauty RBG 2




Here are some additional light exercises. All with three-point lighting and RGB renders.
















Thursday, December 1, 2022

Common Art Final Character





This week I added the final models to the scene (Handholds and seatbox). I also updated the skybox and wood textures. Last, I touched up the lighting.



 

Wednesday, November 23, 2022

VR Clean Pass

This week I worked on inverting the mesh for the environment pieces, the skybox, and the textures. Currently, we are still debating the toon lines, because, in our reference, the only objects that have toon lines are things that are actively moving. SO we may keep the toon lines for the interactive objects and character. The skybox, water, and textures are still a work in progress.  





Monday, November 14, 2022

Common Art Progress

We implemented the shader for our Ghilbi Scene and will fine-tune it in future iterations of our project. 




Thursday, November 3, 2022

VR Clean Pass


 Worked on cleaning up the models and added in the seats for the train car. Up next is to get the shader working and to texture all of the models!

Friday, October 28, 2022

VR Proxy Pass


Our VR project is using Studio Ghilbi Spirited Away as a theme. The player is Chihiro and our prop is a bath token. Our environment is the train car from Spirited Away.
 
This week I worked on the proxy models and materials for the train car and the bath token. I put them in a test scene in our UE4 project and set up some proxy lighting and an HDRI to replicate the exterior world of our reference scene. 





Reference Image

I export directly to the Art Depot in Perforce. UE4 pulls directly from the Art Depot for the source files for the models and textures.