Crystal Ball

General / 31 January 2019

Just a quick, low-poly crystal ball prop that I finished up last night. I'd like to put it on the "table" portion of the fortune-telling booth I'm working on. It'd be fun to have the elderly woman's hands over it, with some kind of emissive action going on. 






  


Additional Props

General / 28 January 2019

Another quick moodboard for additional props - I wanted to do a little more research, especially for smaller items:

Fortune Teller Progress

General / 28 January 2019

I started working on the fortune teller box prop, including modeling, UVing, high-to-low baking, and adding in some fun height alpha details to give it that fancy feel. I'll probably give it some kind of wooden texture, and add a good bit of bright color detail as well. 

I'll need to finish the old woman sculpt, and add some additional props. I'm thinking about modeling some items such as a crystal ball (which could glow with emissives), a hand-reading palm, tarrot cards, etc. 







Elderly Woman Sculpt, WIP

General / 17 January 2019

Here's an elderly woman study based on the moodboard for my last post, for the fortune teller prop. I'm going to try and add some nice skin pore details, too. I'd love to try some hair cards for her as well.



  Sculpt process from base mesh:


  

I have a bunch of ideas for props to match the fortune teller theme. I'm thinking some sort of creepy lighting to match the overall mood. 

I'm looking forward to the outcome!


Upcoming

General / 11 January 2019

Just a quick moodboard for an uncoming project I'd like to tackle... 


Environment Ideas/Weapon Updates

General / 13 December 2018

'Sup!

I've been UVing and texturing my Sci-fi weapon, as well as exploring environment ideas for a diaorama of sorts. I'm really attracted to bright colors, but I know it needs to be cohesive with my existing textures. 


^All projects belong to their respective owners


^Overall, I've been a little stuck on the actual texturing for the weapon. I left off on adding insets with alphas for weight reduction, before the Office Sickness Plague of 2018 took me out for a couple weeks. I'm hoping to get back into it some this weekend, in between packing for my Holiday trip. 


I'm also considering the idea of adding a spaceship of sorts somewhere in the environment. I know, I know, I'm being overly ambitious again. -_- But I'm so inspired!!

^All projects belong to their respective owners


Hope everyone is wrapping up their gift shopping! We are doing Secret Santa at our office next week, so I'm pretty stoked about that.

Talk later!

-Kim

Test Render!

General / 13 November 2018


 .... Since I started this project. ¯\_(ツ)_/¯ 

Fortunately, I had the holiday off work which also doubled as a snow day... so I started fiddling with some fun stuff in Marmoset:






She still needs her gun textured. I'm thinking about abandoning the idea of hair cards on this, since beneath the helmet you wouldn't really be able to see them anyways. I still might add an environment diorama at some point.

I'm really ready to move onto the next thing soon, though! 

Armor Texturing

General / 04 November 2018

Playing with corrosion vs. non-corrosion pass for the armor texture. 

I worked a good bit on shadows, highlights, height damage, alphas, etc. : 



I'm pretty happy with how the colors turned out! I liked getting a good contrast of light/dark and saturation/de-saturation. I think it'll be a lot of fun when playing with rendering in Marmoset to get the emmissive and lighting how I want it. 

Texturing her weapon will also be a fun challenge! 

Goodnight...

Armor Bake

General / 19 October 2018

Apologies for the lack of updates - I moved from an apartment to my first house, which turned out to be quite a process! 

I was able to complete the UVs on the armor (regular and lightmap), as well as bake my high/low for my normals and AO. For the high poly, I imported to ZBrush and gave it a nice polish pass. I also made sure to explode the mesh before baking to achieve clean results. Additionally, I tried a plugin for Maya, Auto Smoothing Groups: https://cubebrush.co/shadowballgames/products/a8eeqw/auto-smoothing-groups-v1-3-for-maya 
It worked like a charm, even on a complex mesh like this! I highly recommend using it, especially if you're used to getting good smoothing group results in 3Ds Max. 

I want to create a bit of a damage pass through height maps, and then move onto the rest of the texturing. From there, I can duplicate the armor over to the other side of the body for the sake of efficiency. I'm also looking forward to baking and texturing her weapon (https://www.artstation.com/artwork/LzyQP), and then moving onto a diorama environment of sorts. I'm still trying to figure out what that environment will look like! 






  


Other helpful resources I used:

https://80.lv/articles/learn-to-make-killer-props-for-video-games/

https://80.lv/articles/tutorial-perfect-baking-for-video-games/

https://80.lv/articles/how-to-build-a-video-game-gun/

https://www.youtube.com/watch?v=imq5uQZ50sY 


Thanks for reading!

-Kim

Modeling - complete?

General / 10 August 2018

Hey folks!

So I think I might be wrapping up the modeling work on this one... seems like it's about time to hit the old, dusty UVing trail. 






  

-Kim