Friday, May 2, 2014

3D: Sophomore Year Breakdown

So, with the advent of this Friday, I'm done with my Sophomore year at Ringling College of Art and Design! Here's an essential breakdown of the work I've done this semester:

Austin FX4:
This was a great experience for me to work with a higher tri count; all of the assets I made last semester were made with a serious consciousness for keeping them very low poly. Having an expanded budget was both very freeing and a bit nerve wracking. I had to make sure I was still using everything efficiently and keeping my costs as low as possible whilst maintaining a good edge flow and topology. Another challenge was making sure the car looked exactly like it did in real life. This required a crazy amount of research to ensure strong fidelity. In the end, I'm really proud of the result!
The paint shader was made with the assistance of my professor, Ryland, but everything else I made myself.



Penny Royal:
I've already made a post about her, but Penny Royal was one of my favourite assignments this semester. Learning about zBrush, 3D Coat, and other important software to improve my pipeline was really invaluable. I also just had a great time flexing my hand painting muscles, as I ended up hand painting a lot of the diffuse and normals instead of baking them from the high poly. Working from concept to final product was a seriously great way to improve my skills!
(I made the VFX on her as well-- I may be making a reel for all that stuff later)
Sophomore Spin-Out:
Making a collaborative racing game with all my peers was a lot of fun! I did a breakdown of my level previously, but here's a trailer I made for the entire game featuring footage from mine and others' levels. The music is from KillerTracks (oh boy). I really like editing, and everyone's stuff came out looking really nice!

I also made a tool in Maya using Python that's fully functional and works to rescale objects in Maya to fit UDK scale, but I'm not sure how to display that. It's pretty cool, though.

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