Posts

Weekly Blog 10 : Lamp

Image
  This week, my create motivation was exploded and created a demon hand which hangs the lamp. While I was working on the ZBrush, I faced a problem of ZRemesher. After I created high quality details, I was trying to create low poly models for exporting. But ZRemesher did not work correctly, resolution won't change from low resolution and lose some details. To solve this problem, I used "Project history" in subtool bar. Before using a Project history tool, control + left click a history before using ZRemesher, select a high quality model. Next, go back to the model after ZRemesher and subdivide 3 or more times. Then you are ready to project history. Click project history in subtool. Model will keep details and have nice topology. Finally, total faces are almost 3000 and 1MB for 1 lamp. If necessary, I will create more low resolution model and put in LOD in Unreal Engine. Next week, I found some issues from a rendered video, so I will create the Village base on top of the Pi

Weekly Blog 12 : Texture (continue)

Image
 This week, I have done texturing for all 9 materials, but there's still an issue on texture resolution. So, I may fix some UV shells next week. Anyway, I did not plan that the camera would zoom to these low-resolution textures. At this time, if I want, I am ready to make a scene and render in Unreal Engine.  My texturing finished earlier than I planned, so I will have extra 2 weeks (3 weeks including thanksgiving break) and I am planning to create a terrain object and bushes by using the next 2 weeks. I will use Gaea for a terrain object, but I have no plan to create nice bushes, I'll find a good way or use MegaScan. These images are not showing all textured objects, but these are almost all of the objects I worked on.  For a signboard, I planned to use normal maps and prepared texts, but I noticed that I can mask material with a font brush and edit height and color later. So I chose that option. In this project, I chose to use a height map to express some patterns, such as th

Weekly Blog 9 : Foliage, Decals & Lamp

Image
This week, I was working on Foliage, lamp, and decals.  This is HDRI backdrop view. Video will not render the bottom, but foliage just in case. There are some trees on the surface of the mountains. When there's too much density, it was hard to move the viewport with my computer. I decreased them such that it will be natural look and focused on color of trees. Materials will be strongly affected by sky atmosphere (volume object) and strongly reflect the blue skylight. It was hard to decrease its reflection. To place decals, I fixed the position of objects and materials, they also took time. To use 3 decals I created last 2 weeks, I placed decals on them. Tiles of bridge are also expressed as normal, so it was hard to emphasize the cracks in Unreal Engine. I also changed the normal and height value in texture node. I began to create lamp object and it will be finished at the end of next weekend. Next week, I'll finish modeling, UV, and texturing lamp.

Weekly Blog 11 : Texturing

Image
This week, I was working on texturing over a half of the materials. It is following the schedule correctly. To categorize what I did, in general, there are 3 things: fixing UV maps, layering materials in substance painter, and design in Substance designer. Material 1 For material 1, I fixed some UV shells to make the model be textured nicely. Sofa material, I combined leather texture and base texture to express the sofa texture by referring the images.  Material 2 For material 2, textures on top are used the same as the thing in Material 1. Metal surface is also unified with the other material. Material 3 and 4 (inside) Material 3 and 4(outside) For tiles on the wall, they are what I spent the most time in this week. First, I created 3 materials for the tiles in Substance Designer. I had a minimum knowledge about Designer because I studied nodes of Designer for the other project. So this was not too hard. But I did trial and error to create my original texture. First problem I faced wa

Weekly Blog 8 : Studying Substance Designer and crack decals

Image
This week, I was working on Designer and the Foliage tool in Unreal Engine.  I was especially working hard on Designer to understand many nodes to create a nice decal. First 2 images are options of the tree size. I'm going to change placement of the trees. Also, trees are strongly affected by the sky atmosphere, so I'm going to change it later, too.   These are images for Decal textures in Substance Designer, and below video is a tutorial which I studied. I have an other texture, but I was following the tutorial videos. So it is not shown on this blog. Second texture image is my original texture node after learning a tutorial video. In general, I was learning how to use Distance, Histogram and Flood fill nodes. Especially, Flood fill helps to create a gradation inside of each box and express a slope. Histogram node is useful in many situation. This node detects the grayscale or color range, and outputs layered image. Distance node is used to make random patterns and delete edge

Weekly Blog 10 : Modeling and UV

Image
This week, I kept creating UV maps and some other objects.  I've done all UVs this week, so I can start texturing next 2 week. There are 8 materials in total, so I'll finish up 4 materials next week and 8 materials in the next 2 weeks. If  it is quickly done, I'll create a landscape object with Gaea (I have an experience in the other project) and create a HDRI backdrop in Unreal Engine. I can say that everything is on schedule this week, too. The first object which I created is a neon board. I used a curve tool and sweep tool to create tubes. I deleted extra edge loops and attached different materials. I did not create the UV map because I am planning to attach emission maps on them. If not, they just need solid colors. Other objects I created are the wall with doors, signboard, and the wall clock, left light-blue object and circle-shape object. Entrance object is based on the other wall objects.  The most powerful work this week was UV of these 3 objects. I especially focu

Weekly Blog 7 : HDRI backdrop in Unreal Engine

Image
  This week, I was learning HDRI backdrop and scene capture in Unreal Engine. They are tutorials which I referred to create HDRI backdrop. Both tutorials are so helpful to use HDRI in Unreal Engine. I'm going to simply explain steps to create a HDRI backdrop from the scene in Unreal Engine. 1. Prepare the scene which you want to use as HDRI. 2. Create "Scene Capture Cube", choose texture target itself, and create texture file in the folder in content browser 3. You can move the scene capture cube and change the image to capture. If you want the scene to look bigger, move the cube to a lower position. To do the opposite, move the cube to an upper position.  4. Double click to choose the texture file and change resolution bigger.  5. Right click the texture file and create a static texture. 6. Asset Action > Export it as HDR file. These are general steps to create HDR images from the scene view. This technique is useful to other projects, too. And these will be the steps