Ooh I love making assets to much! After such a long time of working with large scale scenes, complex environment textures and a lot of procedural stuff it is so nice to come back to the warm and comfy world of prop modeling! I am trying to push my polycount as low as possible so I can use lots of the same prop in a scene without slowing it down.
I up rezed the grass and yarrow textures for my intro shot using textures from Megascan. I also built a lot of color correction variables into the shader network to ensure I could get the right feel for the intro.
This was a very fun prop! its the hand lantern that goes in the front of Cyrus' sail boat. which you can see the light from in the below image.
This shot was a bit easier than the last and I am starting to get a hang on lighting in Unreal. There was more I wanted to do with the reflections in the water but they are created using screen space reflections. So I can't just aim lights at the water. I might be able to figure out some other tricks but for now this is where I am going to leave it for a little while. Though I am going to make the ships sails dynamic soon, its been on my to do list since last term :pMy first pass at the stylized character midterm Just taking it to block out for the first week before I start refining any of the shapes. The method we are using is slow going but I think I have made a good start. Looking forward to this weeks class to see how to move forward. It was a tricky decision to decide whether to do 2 pieces or spend the whole term working on one. I think I made the right choice going for 2 pieces though since with this kind of sculpting the less you nudge it around the better it looks and this one is already looking kind of lumpy :p I hope I will have the technique more nailed down before I start the final.
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