Nathan Ng ITGM 380-02 Prof. Wu 10/15/23 Portfolio Capstone PC-3 Version 1
1. Build Intentions (Page 3) 2. My Capstone Project (Page 4) 3. Art Direction (Page 5) 4. Milestones (Page 8) 4. Documentation (Page 19) 5. Production Schedule (Page 43) 6. Image Sources (Page 44) Table of Contents
My main priority in my portfolio is to show that I am a 3D Character Artist and shift more into stylized work. I want to refine my art station website to eliminate unnecessary published works and show my best pieces that target my role better. My focus will be showing my 3D Skills in Character/Creature Modeling and Aesthetics. Build Intentions
To establish my goals, I plan to work on a Game Character Turntable Not only I can focus on my sculpting skills but have a portfolio showing it can be in a game engine Using: ZBrush, Maya, AccuRIG, Substance Painter, Photoshop, Unreal Engine Image created by Nathan Ng Project Name: Gomgral GE-1 My Capstone Project
Wanted a creature but with a unique twist than just an insect or lizard Scorpions are too common Already working on a project that has reptile features Added “Utrom Shredder (TMNT 2003)” to potentially make a cyborg creature Art Direction - Concepts
The art style is intended to be stylized May have painterish edgeware Materials shaded in an illustration style Art Direction - Mood Board
Art Direction - Materials Material references that I will be emulating Procedural and Hand Painting
Concept Art Results Milestones
Hi Res Results Milestones
Hi Res Results Milestones
Hi Res Results Milestones
Hi Res Results Milestones
Hi Res Results Milestones
Retopo / Semi Auto Results More to say in the documentation! Milestones
UVs Results Milestones
Auto Rigging Results Link: https://youtu.be/ QjM9tCNVO8M?si=RhTDwxbTh-gA_9XZ Milestones
Baking Results Milestones
Baking Results Milestones
Made silhouettes as thumbnail sketches to find a creature that’s doable for this semester Some quadruped creatures may be a bit too complex, so I keep sketching until I find a more approachable design My 7th design I ended up choosing because of how intimidating and villainous intent it has Could make sense if it was an Enemy/AI Character Documentation
Documentation Sketched character to match silhouette based on conceptual references Added base colors and tones I wanted his meat armor to be dark to represent order and greed
Sample materials that I’ll be inspired to make for the creature’s appearance Documentation
A rough idea of what my final pose could look like. It is subject to change once I get to the posing phase Documentation
Early Blockout: STEP PROCESS 1. Activate Symmetry 2. Draw ZSpheres joints by pressing the “Q” key while scaling the size 3. Use the “W” key to move the joint’s distance 4. Used Adaptive Skin and make poly mesh 3D. 5. Dynamesh Low Poly 6. Inflate Brush and Move Brush to proportion the content of the silhouette 7. Repeat Step 1 on each limb Documentation
Documentation Early Blockout I imported Image planes to help with dimensional references I am using ZSpheres to help create a block out of my character. I usually start with low poly sculpting before progressing to high poly
Early Blockout The outcome of using ZSpheres to draw blockouts efficiently Documentation
Documentation Blockout I always check the arm’s length by bending them first to predict how the shoulders work, length, and size I switched from T-pose to A-pose to get a better view of sculpting primary forms
Primary Forms WIP Using Dynamesh to start mapping out the details of the sculpture Adjusted legs to ensure they are flexible to move without causing awkward stiffness Documentation
Primary Forms WIP I added more detail and tested the silhouette progressively ideal to the original concept art Documentation
Primary Forms WIP I used masking to extrude rough implied shapes and put minimal detail on every side so I wouldn’t focus on detailing on one area too long Minimal detail would be the best approach in early primary forms, so I won’t face issues of losing high-resolution detail from Dynamesh Documentation
Primary Forms WIP I created multiple insert brushes to help easily place my horns on my character’s head without manually sculpting from the head Documentation
Primary Forms WIP I placed more insert brushes and sculpted the metal spine behind his back I increased the model’s resolution after mapping out the primary forms To polish the primary forms, I used a Damian standard brush to push out the hard surfaces in the design. It will help prep my H-polish and other hard surface brushes Documentation
Primary Forms WIP I sculpted the facials last as I mainly knew it would take some energy to polish the face Using H-polish brushes helped make my hard surfaces more appealing to see and detail on the Chest plate Documentation
Hi Res WIP Polishing some areas and adding tertiary forms using brush alphas that I made in ZBrush Documentation
Exporting Low Res and Hi Res to Maya 2024 Documentation
Retopo WIP Tried auto retopology in Maya 2024 Character Auto Retopology Used Hard Surface Mode Documentation
Retopo WIP Manual Clean-Up Topology Some areas that auto retopology didn’t get right Total: 18k Faces Overall Documentation
Retopo WIP Small sub tools Auto Retopology to shrink faces Documentation
UV WIP I tried placing seams that would be less likely saw or warped Documentation
UV WIP I tried placing seams that would be less likely saw or warped Documentation
Auto Rig WIP Placed dots in AccuRIG to estimate where his animation bones would be Documentation
Before VS After WIP Initially, the capstone project is well thought-out in a 10-week production. Some extra homework areas of the project had to be scoped as the props to meet deadlines well The main focus of the project was my sculpting and texturing skills in creating a game-ready asset that can be ideally rigged in a game engine Other software’s pipelines and techniques help speed up my work in some areas, especially retopology, and auto-rigging Documentation
TO BE CONTINUED
Week 6: PP-3: Showcase Mastery (3 Concept Character Art Project Tutorial WIP) + Finalize Brand Mockups + CV + CL + Leave Behind Semi Mockups Week 7: PC-4: Texture Character Asset + Pose Shot Export + Create Render Shots in Unreal Engine Week 8: PP-4: Showcase Mastery (3 Concept Character Art Project Tutorial WIP) + CV + CL + Leave Behind Stressballs Week 9: PP-4: Finalize Showcase Mastery + Post Project Capstone Work on Artstation + Merge Powerpoints Production Schedule
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