I will now conduct a 3 week self-assigned task within asset creation (my chosen specialism), followed by a couple of art tests. I can choose between Pipeline Development or Substance Designers to base my 3 week development project. I would like to create assets from scratch to finish, so this option will develop those skills further. I will try and complete an asset to a high standard within 1-2 weeks, giving me time afterward in case anything went wrong, or to then model another asset. I shall brainstorm ideas for a couple of hours and then discuss them during my workshop tomorrow, whilst devising a 3 week plan of production.
Initial ideas for an asset to complete within 1-2 weeks:
- Necklace
- Perfume Bottle
- Tap
- Book
- Apple
- Orange
- Treasure chest
- Bomb
I would like to further my texturing skills the most, alongside getting quicker at sculpting/modelling and UV's. If I choose assets such as fruit, I could practice organic textures and getting the realism.
We have also been asked to research job roles that we would consider applying for after graduating. This will give me more incentive to get a high quality portfolio and ensure I develop the correct skills set for my preferred area.
Job roles of interest:
- Character Artist - Reference screenshot from Naughty Dog (http://www.naughtydog.com/work/character_artist)
- Props Artist - Reference screenshot from Foundry 42 (https://cloudimperiumgames.com/jobs/243-Props-Artist)
- Environment Texture Artist/High-Res Surface Sculptor - Naughty Dog
- Character Skinning Artist - Naughty Dog
- Environment Artist - Reference screenshot from Blizzard (https://blizzard.taleo.net/careersection/2/jobdetail.ftl?job=160011Y&src=JB-1052)
We are also researching Portfolio's for inspiration and goals. I am looking for Character Artists and 3D Modellers.
Fruit modelling in Maya tutorial
https://www.youtube.com/watch?v=AF0qR4-bJRs
Fruit modelled and available to download free. Good reference for what works and how to texture the fruits
http://www.badking.com.au/site/shop/organic-custom-brushes/3d-fruitby-gordon-goane/
Photogramtory reference
http://gl.ict.usc.edu/Research/SpecularRoughness/
- Vick Gaza - https://vickgaza.artstation.com/
Character Artist at Guerrilla Games - Frank Tzeng - https://frank_tzeng.artstation.com/
Lead Character Artist at Naughty Games - Brian Burrell - https://bee-bee.artstation.com/resume
Senior 3D Artist specialising in hard surface weapons, vehicles and robotics
Fruit modelling in Maya tutorial
https://www.youtube.com/watch?v=AF0qR4-bJRs
Fruit modelled and available to download free. Good reference for what works and how to texture the fruits
http://www.badking.com.au/site/shop/organic-custom-brushes/3d-fruitby-gordon-goane/
Photogramtory reference
http://gl.ict.usc.edu/Research/SpecularRoughness/
Workshop
This week we covered some basics in Substance Designer. This is my first time ever opening and using the program, and I have created a tile material.
using 2048x2048 grids, I firstly added grey scale colour nodes to the metallic and roughness nodes, and altered the value to see the effects in the 3D viewer.
There are multiple function to manipulate the material, so editing later on in the process is still an option which is extremely useful.
My final graph view
The plan
We had to submit our development plan for the 3 week project. This is the brief I have set myself:
'I hope to produce a minimum of 3 pieces of fruit or vegetables during this 3 week development project.
I aim to learn and develop my skills in Substance Designer, and further improve my ability to UV unwrap efficiently and texture in substance designer. I hope to have a better understanding of organic textures.'
This is my guide for the project, a bare minimum of what to complete and when by.
Week 1 (5th-11th Dec)
- Find references
- Model 3 fruits in Maya, high and low poly
- Begin substance designer material for the Orange or Strawberry
Week 2 (12th-18th Dec)
- Add alterations in Zbrush if needed
- Unwrap low poly model for all fruits
- Begin substance for another fruit, complete the orange or strawberry minimum
Christmas Break
Week 3 (9th-15th Jan)
- Have all materials from designer complete
- Use substance painter for any extra added details
- Render in Marmoset and UE4
Week 1 summary
I have found references for my 3 main fruits, alongside extras. I have played around in Substance Designer using the session file as a template.I couldn't get the depth I need for the indents where the pips lay. I have spoken to Chris to check the possibilities of the Designer and whether I can get my desired outcome. It is possible, so alongside workshops I shall find tutorials to make this material. I believe the Orange material will be easier as the pours aren't very deep, and if I get the correct grey scale image, I can convert it into normals.
During week 2 I plan to completely finish the high poly models of the four fruits I have started. I will purchase fruit so I can precisely analyse the form and surface details. I also aim to complete the low poly meshes during week 2 so I am able to bake them in Substance. If I complete these all I will model some more fruit, but prioritise watching tutorials for substance painter and designer on organic textures.
My collection of references for my 3 chosen fruit to study and model
Week 2
This week I have polished of the high poly models of 4 fruits, and have made low poly models of most of them, in preparation from UV's and texturing. I made the base of all the models in Maya, smoothed them and then imported them to ZBrush to polish further and add finer unsymmetrical details. I plan to make the orange peel texture in substance, though I did experiment with alphas in ZBrush, though I believe the finer details won't bake as I intend so will do it within Substance Designer or Painter.
I did the same with the strawberry, importing the smoothed model to ZBrush to polish, and experimented with indents where the pips would lie.
In Maya shots with a Lambert texture applied.
Although I have chosen my 3 fruits, I wanted more variety in shape and another challenging material. I should have time to complete this also. I followed the same process as the previous 3 and can now bring the high poly models back into Maya and make the low poly meshes.
I imported the banana mesh int my Maya scene so I had a reference, as my first attempt lacked the defined points. Along with this mesh, I could open the Substance Designer file for the banana and look at a breakdown of how they got to the final material.
As the watermelon has a less repetitive texture, I brought it into Substance Painter. Using my reference images I made fill colours and added masks to pain the strips. I am happy with how this model has gone so far, and just needs fine tuning now. I used dirt type brushes to get the effect, but I shall sharpen up some edges to give it a more realistic look.
This week we wet over the fundamentals of Substance Painter using a keypad mesh given to us. I can now navigate more confidently around Painter and ensure I keep good non-destructive workflow habits. I already used masks when painting layers, however now I shall mask the groups, and keep multiple folders.
At the end of this week, I have modelled and began texturing 2 fruit out of the minimum 3 I set. They may be tweaked before the end according to any feedback given, however I am happy with the stage they are at currently.
To conclude this week I had a tutorial with Chris to go over some weak areas and discuss the possibilities with Substance Designer. Together we made an orange skin, in which I can experiment more with to enhance realism. This helped me understand some more nodes in Designer, but gave me encouragement to experiment more and fiddle with functions to get results. I also go feedback on my unwrapping of the banana. I tried multiple unwraps, all suffering from a stretched texel density in the same area. Chris showed me more tools such as the unfold and relax functions within the 'smooth UV's' tool. To sort the texel density, I needed to split my mesh and make 2 main UV island rather than one. Although that is another seam, I should be able to easy paint over this in Substance. This sorted the texel density and I am now ready to make a cage and bake.
I also discovered when doing a test bake, that my low poly mesh didn't match the high enough, so projecting this.
I had used the pre-smoothed model as the low. This would give as accurate mesh as it would using the high poly and reducing the geometry from that. I also did not account for the finer touches I did in Zbrush, especially on the ends.
I used my ZBrush High Poly orange mesh and worked into that on Substance Painter to compare that to the designer texture from earlier. I got a very desirable outcome and feel I shall use a similar method for my strawberry. I can get more depth and detail using ZBrush for the high poly, and do all finer touches in Painter.
Screenshots from within Substance Painter
Final touches to the watermelon made the colours more vibrant and the surface more shiny.
I plan to render my fruit in a small scene, using reference from still life paintings and photographs for composition and lighting. I have modelled an engraved bowl, and quickly automatics unwrapped and baked just so I could put a basic texture on to give me an idea of what it would look like. This was my render.
Once my third fruit is done, I will have time to invest in properly topologising and baking, plus having the option of modelling more fruit.
Christmas Break (Pre-week 3)
Using screenshots of my models, I got feedback from others. Both my Orange and Watermelon are almost complete, and this feedback once applied shot lead me nearer to a final polished outcome.
It was recommended the orange have more gloss break up and a high resolution if possible. Adding more random bump placement and possibly a finger print or mark will show a little wear or handling. I will also look into subsurface scattering as this could make a nice effect when rendering.
The watermelon needs some gloss break up to add depth and realism to the surface. The high poly model could be a tad smoother.
I have added both my strawberry and banana into substance painter and baked the normal map and AO. The strawberry's leaves are one sided geometry, so cannot be seen from an underneath view. I have been informed there is a 'double sided' tick box within the mesh options in UE4, so I plan to use this. Now I can paint on one side and it should project on both within UE4. There is a small issue in this bake where painting on the leaf, slightly paints the strawberry top. I will bake the leaves separate to the strawberry to avoid this and then combine the material maps once I have finished and apply it to a combine mesh.
I spent a few hours building on the base I had baked and roughly coloured the day before. I started with the ends of the banana, laying down the colours and roughness, then using the height map to get the split in the stalk. Using cement and dirt alphas I added darker patches around the ends and randomly on the skin for the bruising. I used a few variants of colour and applied masks on all fill layers and brushed onto them with different alphas. These alphas took away the mask lightly so gave the most desired effect. I downloaded a couple of alphas from Substance Share to get the speckles on the skin. I then added a blur filter so they blended into the skin better.
Alphas downloaded from Substance Share to get the speckles on the skin:
https://share.allegorithmic.com/libraries/220
https://share.allegorithmic.com/libraries/221
Quick UE4 renders
To conclude the project I have made the 3 minimum items of fruit I set out for, with some unfinished extras on the side. I have experimented slightly with some lighting and composition, however will continue this after the project in hopes of making a nice still life render.
I believe I can now UV more confidently and use Substance Painter and Designer with more competence and ability to experiment. An area I still need improving is topology in the models, as I struggle getting a lower poly mesh from my high poly. I have used lots of functions within ZBrush and been informed of multiple methods of making a low poly, however I need time to try these.






















