Thursday, August 1, 2024
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
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
Wednesday, July 17, 2024
Monster Project: Im a tech artist now
Feather Simulation working in Unreal Engine
Finished high poly sculpt
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 the Coat and Garment in Marvelous Designer:
Modeling the extra pieces:
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.
Shape the plane into the shape you want your hair to look like, marking the root of the hair as sharp and creased.
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.
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.
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
Place your material on your mesh and voila! You now have hair cards in Unreal Engine!
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