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This Year's Progress of Work at Full Sail University from Ezmyreld's blog

As you all know, I am working on a degree program in Game Art. This dives into some hardcore 3D modeling with Maya, sculpting with Zbrush, and texturing with Substance painter. I will be posting my progress here for everyone to see. This will help bring this amazing site forward and eventually start a gaming platform here. 

Here are a list of some in game modeling that I have personally done in the past:
This is UV mapping which ties into where the textures go on the models.


Here is my first attempt in modeling organic objects such as trees and leaves from a few months ago. More great stuff to come. 



This month I have learned something new. I have learned to create very realistic looking textures with Substance Painter and Unreal game engine. These physical based materials on the spheres were created in Unreal game engine using nodes. Here you can import bump maps, create metallic and very realistic looking objects. I used Maya, Zbrush to create the damage, and Unreal to create the colors for the towers.



Now I will be talking about my latest project, and my first attempt to create a prop with multiple materials and make it look realistic with these programs. Here is what it looked like when I first modeled it.



This looks like a treasure chest or a safe with furniture aspects. It has multiple pieces and was pretty fun to model. That was only the beginning. UV mapping was next.

UV mapping has it's own challenges. I always use a checkerboard to make sure the squares aren't squashing or stretching or the textures on your mesh will stretch.


After mapping my UV shells, I can now import it into Substance painter. Here is my first attempt in importing this thing into Substance Painter to texture it. It was a huge learning experience. 


I used this program to apply the wood textures and add some serious bump maps and textures. I also added some indents on the top of this model. This helps when you need to put textures on models so you don't have to model them in. It keeps things clean and it also takes up less space when you are importing the mesh into the Unreal Game Engine. Low poly meshes can still look realistic with the help of bump maps and ambient occlusion maps. These maps alter the reflection off of the model and give the illusion that it is textured. Substance Painter is a great program to create these and I recommend it to any 3D artist out there who wants to create professional models. 


After finishing the texture, I exported the textures into the folder. This will be needed into the Unreal Game Engine. There you will import the textured maps to apply to your mesh. Within the game engine, you simply create a new material and edit that material in the node window. You import your textures and hook them up. Here is what it looks like:



These nodes are the textures you import into the engine. The hookup reads it and it translates into the texture that you see on the model.



You drag and drop one of these materials onto your mesh, and it appears exaclty the way your maps read. On a side note, if you import a mesh with multiple pieces, there is not need to worry. Just drag and drop on any of the objects and the colors and textures will go right where they need to.

This is a picture of the finished product within the Unreal Game Engine. Take note that each piece of the model . 


Next month I will be doing characters. I will be posting more very soon!


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By Ezmyreld
Added Oct 22

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