With the main shots and close ups created in Unreal I can now move onto creating a master sequence. Within this I can combine all of the shots and add in any post affects within Unreal and After affect. Video Editing: I started by creating a new level sequence that I named the master sequence, […]
Here is the final finished version of my character; Turntable Video: Link: https://drive.google.com/file/d/1_4oYtjeQZxFs8MHw5h1l-ZpzbYKGksN7/view?usp=sharing Beauty Shots: Wireframe: Reflection: I have rather enjoyed creating my own character within this module. Zbrush is something new to me but I have enjoyed using it and want to take some time over the summer to have a go at creating […]
Now I have finished with retopology I am able to export the mesh into substance painter and start adding colour. I am now able to start telling the story of the character I have created within the colours and textures on their body and clothing. I had some feedback on the the colour variations I […]
With my model complete I could export it into Maya to retopologies the mesh. There where a few things I needed to do in Zbrush to set up my character model so that it would run well in Maya without any issues. Exporting: With the main model complete I had to separate and combine it […]
With my particle systems created I could move onto creating the environment for my scene. The scene that will be captured by the camera is self contained within the top floor of the wizards tower as that is where all of the particle systems I have created will be shown off. Created Assets: I started […]
With a basic blockout of my character modelled within Zbrush, I moved onto adding more detail in the form of defining features of the characters shape and some secondary facial features. With my character concept in mind I only need to model detail onto the skin areas that wont be covered by clothing. This applies […]
The particle effects I build within the Unreal engine are an essential part of the assignment. All of the particle affects I construct and test will be created using the Niagara system in Unreal Engine 5, or be created as part of postproduction. I created a quick list of some of the effects I wanted […]
For this module we are tasked to design and then build a short (60 second) Visual Effects sequence for one of the following: With this in mind I moved onto creating some basic concepts that I could then flesh out to create an environment that I can use for both this module and level design. […]
With a finalised character concept I am able to move onto working with Zbrush to create a basic blockout of my character, from this blockout I will be able to add more and more detail until I have a realistic and near finished character model. Colour Variation: Before I started with Zbrush I used my […]
I started to create some basic concepts for the character I would like to model. I started with a brief description of what the character is, as well as a outline of what their gameplay loop would be like in the level I am building for level design. I knew early on that the character […]