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Kat Yu - 3D Artist

Leera Update - Still painting!

2/28/2015

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Here with another update


Unfortunately, Leera's painting has been going much slower than anticipated.  On top of being busy with my new internship, I had some struggles understanding what to do about PBR, and thus became timid and scared to add too much lighting information on her albedo.  As a result, her albedo was looking extremely lackluster.

After consulting a friend/classmate of mine, I've just decided to paint her as though I'm making a typical diffuse map using legacy rendering.  Whether I decide to do PBR or legacy, we'll see down the line.  But already, I'm much happier with my texture.  

Here's what I have.  *This is with no normal map, and no lighting*  What is shown is only diffuse and AO:
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I have a decent amount completed, but I still need to do a few things:  All of her shoulder pads, her hood, some some gold accents, part of her left bracer, most of her skin, her gloves, and her quiver. 

I'm hoping to get the albedo completed by tomorrow morning/afternoon, and the rest of her maps (specular and gloss) completed by tomorrow evening before my GDC CA meeting.


Additionally, I have been working on her rig during work, but have no screen shots to show.  It's still in the beginning, but I have the base skeleton done. 


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Leera Update

2/21/2015

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During this week, I managed to get the AO baked out, as well as the blocked in color (plus VERY minor details).  To be honest, it wasn't that much, but I had a few exciting things happen this week that I've been preparing for.  


I am trying to shoot for a pretty ambitious goal of getting my Albedo, Metalness/Specular, and Roughness/Gloss maps all completed this weekend.  That way, Leera will be pretty much complete, not including rigging and posing, and I'd be able to move onto her weapons.  I want all these pieces completed and presentable by GDC (March 1st), so time is short.


This is what I have:

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This picture ^ is simply flat color on the albedo, but the normal and AO maps are putting in great work.

When the albedo and the metalness/spec maps are complete, I think it'll start looking really good.  Hopefully I'll be able to do an update in a couple days!
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Character Update:  Changed UV's and Normal Map

2/15/2015

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This week, I decided to change the UVs for both of my characters, thanks to a friend and classmate (Soyong!).  She's been helping a lot during this process, since she's already done a character using PBR.  She suggested that I use 2 maps and try to split them up by material.  She also pointed out that I wasn't utilizing my UV space well.  So here is the end result:


Leera:
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Karnys:
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I also managed to get Leera's Normal Maps done.  It was a bit tedious since I had to take each little piece and transfer their maps individually.  I used Maya to create the maps, and used Photoshop to compile them piece-by-piece and also to hand-edit any maps that didn't bake correctly.


This is the low poly with normal maps applied:
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And these are the maps:
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Next up, I will have to create the Ambient Occlusion map.  Thanks to Soyong's advice, I know that I'll be attempting to use XNormal to make this map.  This might take a while, since I had some orientation issues with my high poly in comparison to my low poly (I'll basically have to hand place each high poly piece, again, to be able to bake the map).  


Once the AO is finished, then I'll be able to move onto the Albedo map!  The Normal map and the AO map will help me pull information I need to help make my Albedo.  I think I'll be working in 3D Coat for this step, since I'm somewhat familiar with the program.
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Characters - Retopo and UV update

2/7/2015

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This week, I completed the Karnys Retopo, as well as the Leera UVs:


Karnys Retopo:
Well, the folds were quite a pain, but it was excellent experience, since I haven't ever had to solve fold topology before.  Both this and the Leera retopo took longer than I anticipated (about 2 days extra), so I have a better grasp on how long I take (Nearly a week at this res).  Karnys is at around 40k tris.


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Leera UV:
This one took less than a day to do (retopo is always fast with Headus UV layout).  I'm not positive on the resolution, but it will definitely be at least 2k.  The only thing that I wasn't sure about was if I should put everything on one map.  I'm thinking it will be fine because my reference art (Diablo 3 female Barbarian by Bogdanbl4) is a character that only utilizes 1 texture map.  Additionally, it's only a 1k map.  And it looks awesome.
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    Kat Yu's Blog

    This is a blog that I mainly use to record the work I do for AAU, but I'm sure I will be uploading some personal stuff, as well.

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