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Showing posts from December, 2024

Weekly Blog Final : Diner

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  This video is rendered by Unreal Engine 5.5, using a plugin to export as mp4 "ffmpeg-7.1-full_build".     In the final week, I was creating some other props, lighting settings, and creating a level sequence to render video.          For the cactus, I was using curves and a loft tool to model the shape of the cactus. This process was nice to model a realistic and organic shape. For cabbage, I created a color with photoshop, exported it to Designer and merged it with the texture of  the small leaf veins, and created a normal map with histogram color.     To set up a level sequence, most of the settings are similar to the timeline setting of Unity. So I could set up without any problems.     For lighting in Unreal Engine, I added volume and height fog to express a light which comes from the outside. I changed the temperature in post processing volume.       Through this project, I challenged myself to so...

Weekly Blog 11 : Coffin and Sword

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This week, I was working on the Coffin and the Sword modeling and texturing. To model these, I was carefully observing the real structure of both of the coffin and the sword. So, let's move on the coffin part first.        This is a modeling in ZBrush scene view and rendering in Unreal Engine which is in similar environment in our project scene.      Before modeling, I need to fit the coffin to the our project theme "Hell". So, I was researching and look for the example images. Many coffin images and the concept arts had skull and skeleton on the top of the coffin. These images inspired me to reach out to my idea that the cloth on the top of the coffin seems to have a dead body on top and the cloth is stretched.     When I began to start modeling, I was thinking that exporting obj has a flat surface on top of the coffin. However, I changed that while I was modeling the coffin. I found that there're two big things which push out, crossing arms...

Weekly Blog 14 : Props and bush

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This week, I was working on textures of props and bush. These works took time rather than I thought, texture of black pepper and salt, and modeling of bush especially took time to finish up.   Fist thing I did is to make textures of black pepper and salt. I was trying to express it in Substance Painter, but there was a limit to do in Painter. For menu design, I did layout in Adobe Express (web service to make image). Photos of Monument Valley and foods are provided by Adobe Express images. I referred real diner menu to create the original layout.  Glass material of salt and pepper is not perfect yet, so I'll edit them next week. Next thing I did is also which I was struggling for. I created a bush object with Maya. I was referring a real grass in Monument Valley, it grows radically. I was looking for tutorials to create bushes, but most of them are about high poly bush and does not fit to my environment. So, I was carefully designing its shape in my original thinking. Its leaf...