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Sarah Lolya – Games Art Pipeline

3D Assignment – Soushell

Mood board
Character concepts – Silhouettes
Character concepts – Sketches
Orthographic sketch/final
Blockout/Smoothing

Created the spoon at the very last moment, to account for the poly count (almost at 10K!)

UV mapping

There were a few holes inside the mouth cavity where I ended up finding multiple faces separated from both the upper jaw and roof of the mouth. I had to fix this issue about 4 times- It just seemed to keep happening when I was dealing with the face’s UV shells. I manged to fix it for good on the 4th try thanks to clean-up. The problem seemed to be non manifold geometry, which was mostly prominent around the corner of the mouth. A perilous problem, to say the least.

Finished UVs

These four below are before layout:

Texturing

UVs were caught in a snapshot and exported to CLIP STUDIO PAINT so I could more accurately paint over them. Definitely made the substance painter painting process bearable.

When I exported these textures into maya, they didn’t work properly … because the material was lambert and my export is for aistandard. So I had set all of the mesh’s materials to aistandard, reorganise them by name, and export them back into substance. Luckily, I didn’t have to redo the textures on the lambert version as I could carry over my textures to the new one. Saved me a lot of time.

All (new) exported textures:

Rigging/Weightpainting

Final animation/stills (from arnold renderer)

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