Thursday, 10 December 2015

AAA Asset- The Finale.

With the hand in date today I though I would throw up all screenshots and what not for the nearly completed object on its own post.


The cannon on its pier with some of the lighting twiddled to achieve a more atmospheric effect.


I created some cannon balls to add to the scene. They are just Unreal's default spheres with a dark rusty cast iron texture thrown on (although I'm unsure how well it shows up on them).


Quixel 3Do image with the UVs and ambient occlusions thrown onto the model to show how everything all works together (or something to that effect). 


A top-ish view. The UV's were triangulated so that they would cooperate with the .obj exported from zBrush better.


Over all I am fairly pleased with how it turned out. It is far from perfect and could be far better but it looks the part, at least to one degree or another. I learned a lot about them processes required to make a game asset, skills and knowledge I am thankful for.

I have had several problems with the project. My overall time management could of been better which would have given me more wiggle room later on to fix completely fixable mistakes which I have had to forgo correcting to try and get everything else done.

I have mentioned above that my UV layouts were sub-par. Having previously negative relationships with UV's in the past led me to just get one out that worked. It is far from perfect but I stand by the fact that it (mostly) works.

Adding materials and textures in Quixel Suite gave me some issues. It can be seen that the metal looks a bit flat and let us not forget the colour map "shadows" (which remind me of nuclear shadows, hence "shadows").

My experience in ZBrush, however, was overall a positive. it went smoothly for me and produced some decent detailing and colour maps. The normal maps were functional but there was room for improvement.

My Maya modeling went well. There were a few problems with vertices but I was able to fix them and carry on with no detriment to the final model.

It seems, reflecting on the whole project (read: ordeal) that I am capable of learning and implementing the techniques necessary but I am far from a natural. 

Did I enjoy the project? Yes-ish.
Am I happy I did it? Yes. Would I do it again? No.    
I am and will forever be a 2D artist.

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