Monday, July 29, 2024

Robin Week 3

 


Repacked UV's for better texturing results



Made sure to layout fabric the same way you would for cutting irl to ensure the texturing looks accurate


Same with this UV set - while the density of the pack is less, it ensures texturing is easy and reliable.


Here is a video I found pretty informative on the subject.




Monster Final

 


Final render of dragon lady!

This went through a few more changes including the addition of feathered hair, tail feathers, and a new feather pass as well as texturing.

Monday, July 22, 2024

Robin's Costume Week 2: First Bake

 First Bake in Substance



UVs in Blender:


Finished adding details and smoothing shape of cloak:








Wednesday, July 17, 2024

Monster Project: Im a tech artist now

 


Feather Simulation working in Unreal Engine



Minimum Viable Textures made in Substance


Finished high poly sculpt 


Finished Feather particle system and simulation in Blender and finalized feather placement






Monday, July 15, 2024

Robin's Costume: Week 1

 

Project Proposal:

Robin's garment from Fire Emblem Awakening (also seen in smash bros)

in the style of: Fantastical Realism (examples: Baldur's Gate / Final Fantasy)

Made a Metahuman to create the garment for:



Made the Coat and Garment in Marvelous Designer:



Retopo in Blender



Modeling the extra pieces:


Schedule:
Week 1: Metahuman made, Marvelous Designer done, Retopology in blender done
Week 2: Model details, add any extra sculpt details in zbrush, first bake
Week 3: textures and final renders in unreal







Monday, July 8, 2024

Research Project: Blender Hair Tool 3

 Blender Hair Tool 3:


Open Blender.


Once you have the Add-on installed you will find it here to the side.


Add a plane with a Simple SubDiv Modifier


Shape the plane into the shape you want your hair to look like, marking the root of the hair as sharp and creased.


Use the hot key Ctrl-Shift-H to bring up the Hair menu and click "Curves from Grid Surface".


Change the count of the strands to fit the size of the mesh you are working with and make sure there is enough subdivision levels for them to form smooth curves.

Layout the rest of your planes in the way your hair to fall

To finalize your hair for import to unreal, click "convert hair to mesh".


This will change your hair into planes with real geometry that you can export like normal into Unreal.

You can change the color of your hair through the material tab on the right-hand side of the screen.

Check your hair in the material preview view mode - you will find the button in the top right of the screen.


In order to bake the textures to the hair cards, we need to bake them inside Blender before they can be exported. After saving your blender file, click "Import Baking Scene" to start the baking process.


Your workspace will load the baking scene as shown. 


Select the maps you want to bake - I recommend the ones in blue above - then click "Bake Hair." Don't be alarmed if Blender says it's not responding while baking, the process takes a while, just keep the program open and go grab a cup of coffee.


Once your maps are baked, you'll find them in the folder set by the "Path" slot on the baking menu.


Open Unreal Engine.


Import the baked textures to Unreal Engine and start a new material

Connect your textures to the Material Graph like shown. Be sure to make sure set the material to "Double Sided" and set the blend mode to "Masked"

Place your material on your mesh and voila! You now have hair cards in Unreal Engine! 



Robin Final