Greetings and salutations! Today I will show all of you the completed work for Aphrael Red. Yay! First up is the final 3d art piece:
I think the character came out okay. She is my first truly completed 3D model for a game. I did all of the textures, modeling, rigging and animation for the character. I am certain there is some areas that need improvement but I am satisfied with the results at this point. Right now I even have her animated and playable somewhat in my game prototype Prism. However, before I get to that, I also wanted to show off the main props for Aphrael. First is the handgun.
This is Aphrael's handgun. The design was inspired from several sources, including a Baretta M9, a Varista from Phantasy Star Online, and a few other little things from various sources. In addition, I tried to keep the same motif of the weapon with Aphrael's sword to illustrate that the same manufacturer builds these weapons. I also wanted sharp, clean simplified lines with the overall aesthetic, giving it an authentic, yet futuristic look.
The textures themselves were interesting to build. I first made two texture maps, a diffuse map and an RGB mask. The RGB mask is used to tell Unreal what texture appears at what UV coordinate. After creating these, I made another RGB mask and diffuse map. These separate maps were used to tell Unreal where the decals on the handgun would be such as the text on the side of the barrel or the red safety mark by the safety switch.
Getting a good metal texture is one of the hardest things to do in 3D visual arts. However, after much practice, I have devised several ways in achieving different metals like the stainless steel and matte black metal of the body of the gun. Both use a tiling texture to create the base properties of the metal. This texture is not in the actual diffuse but is actually controlled by the roughness, or glossy output of the material. Both use a simple noise pattern, but how they are tiled and their specularity settings is what makes the difference. For the stainless steel, I have the noise pattern tiling in mainly one direction and in the other direction, squeezed to a point where it looks like fibers. For the black matte metal, the noise is processed through an inverse node so instead of being shiny and reflective, it is matte with some light reflected due to the density of the noise pattern, giving that metallic matte finish to the material. The overall shader is actually quite simple, but you have to know what you are doing to get these kind of results with as little work as possible.
Now the shader settings for the handgun were copied over for use with Aphrael's sword which you can see below:
I used the same techniques here for the textures, RGB masks for the texture and decals layout, then two diffuse maps to define the color. Everything else is tiled and controlled by nodes in the material editor in Unreal. The blade itself is even simpler, using an emissive shader along with transparency to give the blade that energy-like feel since it is supposed to be an energy blade, not a solid one. The emissive part itself has a strength setting that I can tweak to control the strength of the glow. Also, note the design aesthetic of the hilt. Again, clean, minimalistic lines to give that futuristic feel. That is carried over onto the handgun and vice versa.
Now as I mentioned earlier, I have Aphrael in the early prototype of the game I am making, Prism. The last pictured I showed had trees and water, but not really much else. Here is a screenshot I rendered from Unreal of the changes to the level since last I posted about it:
Now it is starting to look more like a forest. The ferns were actually more of a hassle than anticipated to texture because of my usual method of creating textures. When I create plant textures, I usually look up several sources of photographs, chop them up into unrecognizable bits, repurpose them into a new image (a collage you can say) that looks good for a texture map of a plant, and apply that to the mesh. However, I could not find the references I needed to do this effectively for the ferns. Thus what I did is I closely studied the structure of the ferns and their leaves and then hand painted in Photoshop an individual leaf. I then copied and duplicated this into a larger texture with the stem of the leaf. Finally, I used this large leaf on an even larger texture with the actual branch, copying and pasting the smaller textures to create the whole main structure and placing it on a plane for the fern. Then in Maya, I copied this single mesh by using a duplicate tool in a 360 rotation several times and got the effect I was looking for, a functional looking fern. To ensure a little randomness to the mesh, I slightly rotated each tier of leaves slightly off center to give a more natural look.
The material of fern itself was simple enough. I created a normal map from a desaturated version of the diffuse texture in XNormal and then tweaked the specularity settings to get the appropriate shine of the leaves in the sunlight. Ferns have a slight sheen to them, so I wanted to try to capture that with the normal map and specularity settings. It gives the ferns a much needed sense of depth and three dimensionality. After that, changed the shader settings to a two-sided foliage and used a brighter version of the diffuse map for the subsurface lighting in the leaves. This really makes them seem more realistic, especially at a distance when sunlight is shining through the leaves of the trees.
One final thing I wanted to point out to was the texture for the water. In the game itself, the water moves using a simple panning node on two tiled normal maps combined with a depth fade. If you notice, the water is not as rough and turbulent as it was in my earlier post. One of the problems I had with the water is that it made the pond to stormy and choppy looking. The area doesn't have that much wind, just subtle breezes. In order to reflect this accurately in the water, I had to rework the normal maps. This didn't take long, especially since I use the same tiling texture for both normal maps. Its just that one of the textures is rotated 90 degrees in relation to the other. In addition, both textures use a slightly different panner node so they move at different speeds, giving the illusion of small waves on the surface of the water. Finally, a Fresnel plugged into the refractive output of the material is used in conjunction with those same normal maps to crate the reflections on the surface of the water.
So Aphrael herself is done at this point and the forest level is starting to really come into its own. I hope all of you enjoyed what you have seen and understand what I was explaining about the textures and how they were made. Next I may go into further detail about the rig that I used for Aphrael using Unreal Engine 4's wonderful Maya plugin, the Animation and Rigging Toolkit. This tool is a beast and it made building the rig and animation much easier and faster. I may go ahead and talk about this next so stay tuned!
Monday, September 28, 2015
Friday, September 25, 2015
Aphrael Red Character Reel
Greetings and salutations! I have finally finished school! The graduation ceremony is next week! Yay! I also have several things to post in the next several days so I hope everyone enjoys. I apologize for the lack of any updates. I was swamped with school work and other projects, I had no time to update.
Anyway, I shall leave you with a demo reel of Aphrael Red, who is finally completed! Take a look below and thanks for visiting!
Anyway, I shall leave you with a demo reel of Aphrael Red, who is finally completed! Take a look below and thanks for visiting!
Friday, July 10, 2015
Aphrael Red Update!
Greetings and salutations! Today I want to show two of the props I have developed for Aphrael. The first is a handgun that she will be able to pull out and use and the second is her primary weapon, a crimson energy sword. Here's what they look like:
I am quite happy with how they are turning out. I am not done with them yet as you can see with the normal map artifacts on the pistol. I will need to paint those out with Photoshop.
The props aren't the only thing I have to show. I have updated some of the textures for Aphrael and I need a few more meshes to complete. In addition, I now have a rudimentary rig set up so I can test movement, camera location, and some controls as well.
Ah yes, I forgot about the water. I created a new custom water material after watching a few tutorials online. It took a bit and I think it still needs work. It's just a pond so I need to tone down the waves a little bit since it's not that windy in the level. There's wind, but not enough to generate that much turbulence on the water's surface.
Another issue I am having and some people noticed this is that when the level is running, Aphrael seems a little out of place in the environment. What I mean that she doesn't seem to blend into the game. It's almost like she is rendering in front of blue screen, but more obvious. I don't know if that is because I am not done with the textures yet or not. I will have to look more into this. I'm also still struggling with the post-processing settings. I am not for certain how to adjust these or turn them off during actual game play. I need to do more research.
Anyway, I'll try to post more often, but my schedule is about to get really hairy. I am entering my final semester next week and I have only ten weeks left to get all of this done for the portfolio show. I also need to order business cards, get another character done, have the plans for the booth set up and ready to go, etc. It's about to get crazy so hopefully I can survive and finish!
Aphrael's pistol. |
Aphrael's sword. |
The props aren't the only thing I have to show. I have updated some of the textures for Aphrael and I need a few more meshes to complete. In addition, I now have a rudimentary rig set up so I can test movement, camera location, and some controls as well.
Aphrael in the studio environment I built. |
Aphrael in the actual level environment. |
Another issue I am having and some people noticed this is that when the level is running, Aphrael seems a little out of place in the environment. What I mean that she doesn't seem to blend into the game. It's almost like she is rendering in front of blue screen, but more obvious. I don't know if that is because I am not done with the textures yet or not. I will have to look more into this. I'm also still struggling with the post-processing settings. I am not for certain how to adjust these or turn them off during actual game play. I need to do more research.
Anyway, I'll try to post more often, but my schedule is about to get really hairy. I am entering my final semester next week and I have only ten weeks left to get all of this done for the portfolio show. I also need to order business cards, get another character done, have the plans for the booth set up and ready to go, etc. It's about to get crazy so hopefully I can survive and finish!
Monday, July 6, 2015
Logo Change!
Greetings and salutations! Today I will show the first in a series of updates. That first is the new logo. For comparison, look at the images below:
I like the new logo much better. One of the things that was bugging me about the old logo was that there was no contrast between the shades of red. Another problem I had was that it is not ideal for printing purposes which I found out the hard way. Finally, I still felt it was too warm a red. I remember one of my instructors complaining how an even earlier logo needed some blue in it. I had been struggling with that for months and it finally clicked in my head while I was playing around with some colors that I can make the red more of a berry red than a tomato red. In addition, I simplified the crystal motif and made them solid squares instead so it can be printed with ease.
So now that the logo has been updated, the next thing I will show in my next blog post is an update on my level for Prism. Stay tuned!
Old logo. |
New logo. |
So now that the logo has been updated, the next thing I will show in my next blog post is an update on my level for Prism. Stay tuned!
Friday, July 3, 2015
Updating
Greetings and salutations! I sincerely apologize, I have not had a chance to update the blog in like forever because of being swamped by schoolwork and whatnot. However, I have a little bit of extra time that I can use to provide some updates. These need to be done as well since I am still in the process of finalizing my online presence right now. However, note that in the coming week I will be posting some updates on the work I've been doing for Prism and some changes to my brand. So please stick around because I will be providing some updates and new posts in the next few days.
As an assurance, I want to announce that I have just joined Behance, Adobe's professional online portfolio website. I am now using Behance instead of Deviant Art which I think will be better because of it's more professional environment. I have also updated my Linkedin a bit so check both out. My Behance page is www.behance.net/RedVermillion and my LinkedIn profile page is www.linkedin.com/in/jktarwater. Thanks everyone and stay tuned for the next update!
As an assurance, I want to announce that I have just joined Behance, Adobe's professional online portfolio website. I am now using Behance instead of Deviant Art which I think will be better because of it's more professional environment. I have also updated my Linkedin a bit so check both out. My Behance page is www.behance.net/RedVermillion and my LinkedIn profile page is www.linkedin.com/in/jktarwater. Thanks everyone and stay tuned for the next update!
Saturday, May 23, 2015
WIP: Aphreal Texturing 2
Greetings and salutations. Sorry about the lack of posts, I've been quite busy recently. However, I do have work to show which consists of improving the textures on Aphrael. Lets go ahead and look at a full body shot so we can see the overall change in appearance from last time I posted.
The materials are coming out much better than they have before. The satin is looking really nice, the hose actually now looks like hose and the hair... THE HAIR!
The hair is amazing now. I learned how to do this hair by looking at a material set up posted on the forum here. I then tweaked a few values and added a few other things and I now have decent looking hair. However, the hair is not the only thing that is starting to look nice. Take a look at where tiling can take you in Unreal Engine 4:
Those textures, they look hi-res but they're really not. They are 256x256 normal maps. I have the material set up so that it tiles in the u and v directions of the UV map, creating the illusion of thread or texture roughness on the leather. The sheen on the satin is only possible because instead of using a diffuse material, I used a metallic material instead. And all of this controlled by RGB masks.
So the textures are coming out quite well. There is still a lot work to be done and I definitely need these textures polished up so that they will really look good. I hope to display that level of quality soon but for now I leave you all with shots of Aphrael's upper body and her legs to show off what UE4 can do and how it is helping get nice textures for the character. Enjoy!
Improved texture on Aphrael. |
New and improved hair! |
Another angle of the new hair. |
A close look at the tiling textures for the jacket and leather. |
So the textures are coming out quite well. There is still a lot work to be done and I definitely need these textures polished up so that they will really look good. I hope to display that level of quality soon but for now I leave you all with shots of Aphrael's upper body and her legs to show off what UE4 can do and how it is helping get nice textures for the character. Enjoy!
Upper body. |
Aphrael's legs. |
Monday, May 11, 2015
WIP: Aphrael Texturing 1
Greetings and salutations! Today I want to show what I have so far in regards to texturing Aphrael so far. It is coming out okay but a lot of work still needs to be done in order for the model to look good. Here is what I have so far:
I mainly only have diffuse maps going at the moment except for the hair, but I will get into that in a little bit. So far the colors are reading correctly so now I have to make the appropriate specular and normal maps to bring out the textures of the materials. The UV sets are all working correctly thus this will allow me to use tiling normals to drive the actual normals through RGB masks. I also need to make a subsurface map for the Aphrael's skin even though the current vector set up I have is doing pretty well by itself. You can see it in the fingers here:
The main problem I am having right now is the hair. The hair looks pretty bad and I will more than likely re-do it. While trying to render hair in UE4, I discovered a major flaw with the engine: it has translucency sorting errors! WTF!? Most modern engines don't have this problem at this point but for some reason UE4 has sorting problems when dealing with translucent objects. I will show you what I mean with a render using a base translucency shader:
Looks horrible doesn't it? If you still don't understand what is going on, let me a explain a bit. When rendering out translucent objects, not having the right algorithm in the software can cause the renderer to be confused on which translucent object to render in front and which one to render in back. The result of this causes a sorting error because the engine doesn't know which objects to render in which order. Hence the mess above. I discovered this problem in Maya and mental ray and I despaired to encounter this in UE4. Sorting errors are very difficult to fix. Lucky for me, after a bit of research, I found a work around called dithering.
Usually when one thinks of dithering, they think of a shading technique in 2D space such as the choppy shading in animated GIFs. However, in this case, the principle behind this is applied in 3D space to create the illusion of soft edges when using UE4's opacity mask. Why the opacity mask? Normally it renders hard edges from the alpha channel because it can only read 0 and 1 and not everything in between like the translucency channel can. However, using dithering and then a blurring node in the opacity mask can help smooth out the edges and hence no need to worry about a sorting error since the opacity mask doesn't use translucency. So what does that mean for the hair? Well now I don't have the translucency mess that I had before. Take a look:
Now that I understand what is going on with the render, I can attempt to fix the issue when I re-model the hair. Hopefully when I post about Aphrael again, the hair will be much improved. We'll see!
Full body test in Unreal Engine 4. |
Face test in Unreal Engine 4. |
Some subsurface scattering in Unreal Engine 4. |
Sorting errors in UE4. |
Usually when one thinks of dithering, they think of a shading technique in 2D space such as the choppy shading in animated GIFs. However, in this case, the principle behind this is applied in 3D space to create the illusion of soft edges when using UE4's opacity mask. Why the opacity mask? Normally it renders hard edges from the alpha channel because it can only read 0 and 1 and not everything in between like the translucency channel can. However, using dithering and then a blurring node in the opacity mask can help smooth out the edges and hence no need to worry about a sorting error since the opacity mask doesn't use translucency. So what does that mean for the hair? Well now I don't have the translucency mess that I had before. Take a look:
Using blurred dithering for in the Opacity Mask channel. |
Wednesday, May 6, 2015
Disgusting.
Greetings and salutations. I want everyone, especially men, to read this article. You can find it here. Come back when you are done.
Stuff like what is described in this article is horrible and makes me angry and sad. In the U.S. alone from what I hear (I don't remember the source unfortunately so I will have to look it up), one in two are sexually harassed at one point or another in their lives. That is fifty percent of all women in this country. For men, it is one in three, or thirty-three percent of all men, a far lower but still disturbing statistic.
My concern at the moment is for women. I remember back in the past some men asking me why I do not date or why do I not flirt, etc. This article is one reason why. So I don't seem like an animal, a creep, a pervert. Because I am none of those. I am a man, a human who doesn't believe people are animals. Even when people act like animals. To me, the people who act like animals bring themselves down. Why do that when you can be better? I will never know nor do I care to know. All I know is that it isn't right. Women are not objects for men to use as they please. They too are human, not some animal to be used. Look up the word sexual dimorphism if you are having a hard time thinking men and women are both human. After researching that and you are still having a hard time viewing women as humans, then get out of here. I don't want to associate with beings that are less than animals.
My rules for myself when dealing with women? Do not look. Do not touch. Do not speak unless spoken too. The exception is if you absolutely must speak to them for a legitimate reason like if they are a cashier or you have a work related question for a female co-worker. Otherwise, I stay away. I don't want to be seen as an animal. Because that's what men are who behave in the type of behavior described in the article. They are animals that need to be put down forever. They are less than animals actually and don't deserve to be on this planet.
I do not consider myself a feminist, but boy do I sure understand where they are coming from.
Stuff like what is described in this article is horrible and makes me angry and sad. In the U.S. alone from what I hear (I don't remember the source unfortunately so I will have to look it up), one in two are sexually harassed at one point or another in their lives. That is fifty percent of all women in this country. For men, it is one in three, or thirty-three percent of all men, a far lower but still disturbing statistic.
My concern at the moment is for women. I remember back in the past some men asking me why I do not date or why do I not flirt, etc. This article is one reason why. So I don't seem like an animal, a creep, a pervert. Because I am none of those. I am a man, a human who doesn't believe people are animals. Even when people act like animals. To me, the people who act like animals bring themselves down. Why do that when you can be better? I will never know nor do I care to know. All I know is that it isn't right. Women are not objects for men to use as they please. They too are human, not some animal to be used. Look up the word sexual dimorphism if you are having a hard time thinking men and women are both human. After researching that and you are still having a hard time viewing women as humans, then get out of here. I don't want to associate with beings that are less than animals.
My rules for myself when dealing with women? Do not look. Do not touch. Do not speak unless spoken too. The exception is if you absolutely must speak to them for a legitimate reason like if they are a cashier or you have a work related question for a female co-worker. Otherwise, I stay away. I don't want to be seen as an animal. Because that's what men are who behave in the type of behavior described in the article. They are animals that need to be put down forever. They are less than animals actually and don't deserve to be on this planet.
I do not consider myself a feminist, but boy do I sure understand where they are coming from.
Monday, April 27, 2015
Prism Level Update
Greetings and salutations! Today I will share a little bit of my prototype level for Prism. Here is what one area looks like in the Unreal Engine 4 editor so far:
As you can see, I finally have grass and trees and the entire map is now actually laid out. I need to cover the entire map with the grass and trees but so far it is looking good.
One of the problem areas I was having with the grass was making it look like grass. After many attempts, I finally just painted it myself by using a Photoshop filter and then masking out an initial shape for a blade of grass. Then I copied that shape and used the warp tool to create different blades and pasted them into a coherent texture I could use on a single plane. I then built up several of those planes in Maya and then imported it into Unreal. As you can see, the result is quite marvelous. However, the grass is processor heavy and it slows the editor down on more conservative systems (ones that aren't mine anyway).
Speaking of Maya, Autodesk just recently released Maya 2016. After playing around with it for quite a bit, I must say that I am happy with the results. It is far superior over 2014 and 2015. 2014 was my go to so I think it is a big deal to find a version of Maya that is better than 2014. One of the things that I like the most is the new interface. Take a look:
The interface is very clean now with much more readable icons. The menus have been cleaned up from the mess that was 2015 and there are many new useful tools such as an entire sculpting shelf now. Even the UV editor has new tools and they helped me clean up some stretch issues I was having on Aphrael's face. I always had problems getting the face to have minimum stretching and now the new tools in the UV editor fixed it quite easily. I am very happy.
I am not for sure what I will post about next. Stay tuned though and sorry for the lack of posts last week.
Prism prototype level in progress. |
One of the problem areas I was having with the grass was making it look like grass. After many attempts, I finally just painted it myself by using a Photoshop filter and then masking out an initial shape for a blade of grass. Then I copied that shape and used the warp tool to create different blades and pasted them into a coherent texture I could use on a single plane. I then built up several of those planes in Maya and then imported it into Unreal. As you can see, the result is quite marvelous. However, the grass is processor heavy and it slows the editor down on more conservative systems (ones that aren't mine anyway).
Speaking of Maya, Autodesk just recently released Maya 2016. After playing around with it for quite a bit, I must say that I am happy with the results. It is far superior over 2014 and 2015. 2014 was my go to so I think it is a big deal to find a version of Maya that is better than 2014. One of the things that I like the most is the new interface. Take a look:
The new Autodesk Maya 2016 interface. |
I am not for sure what I will post about next. Stay tuned though and sorry for the lack of posts last week.
Labels:
ARPG,
Art,
Artist,
Autodesk,
Photoshop,
Prism,
Unreal Engine 4,
Video Games
Saturday, April 25, 2015
No Content This Week.
Greetings and salutations. I apologize for no posts during this period but I don't have new content to show just yet. Don't worry, there will be stuff for me to talk about next week. Expect a new post on this upcoming Monday. Thanks and sorry.
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