3D Week 02 (Minecraft-ish Level)

For this weeks assignment, we where tasked to create simple but clean UV's for our model that will allow us to build simple textures in Photoshop that will give us the Minecraft look we are after. Building upon our shared building knowledge, we use a special filter type for our texture that will keep it looking block and crisp. 

Total Project Time 8h 25m

Final Unreal Screen Grabs



Inspiration 
I was recently able to play the Destiny 2 PC beta and was inspired by the color schemes and models, in the available level. At first I wanted to try and replicate a shot in the beta but quickly came found the voxel nature of this project would not translate as well as I would have liked. So keeping the color scheme and vegetation I wanted to create a little isometric shot of cave pillars, similar to the ones found in ancient Buddhist temp. 

Reference sheets 




Objects Used (With UVs)



Textures 48 x 48 px


Blocking out in Unreal 



Unreal Materials 



Alternative Lighting and Shots 

























2D Class Week 02 The Art of Brian Froud

The Art of Brian Froud

2D Class Week 01 Basics of Drawing Shapes

For this weeks assignment, we were assigned to create two figures interacting with each other using very basic shapes. We used the mannequin tools inside of ZBrush as virtual models for this assignment. 

(Study)


(Zbrush Pose)

3D Week 001 Assignment (UE4 Simple Box Level)




One of our First assignment in 3D was to bring a simple cube from Maya into UE4, keeping in mind scale to our third person character. After word, our assignment was to create a scene using nothing but our cube. We then built our own master materials and created instances of it to apply to the cubes.

(Final Shots)





"THINK INSIDE THE BOX"  - Joel Burgess 
(level designer at Bethesda)

Reference

Since this project was more about getting fermilur with Unreal and the material editor, I choose not to stick to close to a particular reference. I knew I wanted some sort of Ice cafe or Mining shaft. I picked this topic mainly due to the fact I wanted there to be defined boundaries in order to not get lost and out of scope. 

 

Progression 

After learning about the importance of scale we exported a 10x by 10x cube from Maya and into Unreal. 




After we implemented the cube inside Unreal we then explored the Material editor and created some basic materials with Fresnel nodes. As well as the importance of creating Material instances.




Blockout 

We were then left to our own with the instructions to create a scene or environment with only the block we imported and materials made in UE4.