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Author Archives: Frida Eriksson
The Project is about to come to an end and this is what the final result looks like: Click here to watch! I will create turntables and breakdowns for both of the characters until the gradshow
This week I’ve managed to build a material for the ground with a working vertex painting function, so I managed to get the effect of snow falling into the gaps of the cobblestone. Here is a tutorial: http://3dmotive.com/product-udk-mesh-paint I’ve also … Continue reading
The last week I’ve been learning how to set up material s in UDK’s material editor. The models for the Environment is almost done, AO maps are done and I’ve started with the colormaps. I’ve also been looking at vertex … Continue reading
After I managed to retop the female character in topogun and baked the maps flawlessly in Xnormal I tested it with a standard material in UDK. I was not entirely pleased with the result as it did not come out … Continue reading
I’ve finished the sculpting of the female character! Now I will begin with the Retopologizing in either Zbrush or Topogun depending on which works better for my meshes… I will do a quick test in both programs tomorrow!
Have just finished the previz of the environment. A total of 1650 Tris. I added the female character in a simple pose and added the lighting to show of what kind of mood I’m aiming for… I think I’ve gotten … Continue reading
I’ve just started with the sculpting of the female character. she will mainly be inspired by the girls in the streets of Harajuku.
Almost finished with the high poly sculpting of the male character… next I will focus on the girl and make a quick previz of the scene!
This week I’ve been busy studying the shader network in Unreal. I’ve managed to do a simple skin material with a fresnel rimlight and attached normal map. I’ve also stumbled across a skin material on the internet and it look … Continue reading