My current project is the Ghostbusters Headquarters, "Hook and Ladder firestation" based in New York. I will post my experiments in this thread and finished renders in the main thread.
To kick of my sketchbook thread here is a Dinosaur "Carnotaurus" presented in UE4.
I hope to come back to this project over the summer as i am learning Houdini and it will be a good opportunity to clean up the topology, rigging and animation.
As dinosaurs had a tendency to teleport around due to their size I used the Materialize VFX to show how they might have done this, it was also good to know how to trigger material parameters in the sequencer and play around with the FX speed, although I may have got a little carried away like a kid with a new toy.
Playing around with bump Offset to help give decals a little more height, I do like the way I can move the UV's to help get more variety with very little cost, I just surface transferred X3 manhole covers and a drain onto one texture.
3D Print - note to self, extrude all the polygons before I send it to 3D print, luckily it was just a quick test before I send it to the expensive machine.
Playground Games Art Test (10K Tris) or under. This is an art test live project that I set my students. They have to make low poly fruit cart with low resolution textures and learn how to get the most out of every pixel. It was fun doing something old school for a change.
Thought I would do a W40K Space Marine's as this years anatomy study because.....well why not, just about to attach some body plugs
Sorry about to poppy eyes, its to help prove one of Andrew Loomis's rule of proportions the "5 eye across", it gets the point across to the students ha-ha!
Today I've been playing around with UE4 lighting and colour look up tables (LUT). It's a powerful tool and good fun to play with. The subway is from the UE4 learning resources.
I didn't have a chance to tweak these as I had to bash them out during a lesson but even when they are ball park it's an amazing tool to get fast results
Emergency!
Blade Runner
Night Vision
Predator vision
Horror
Acid Trip, better when moving, check gif below.
As Shaun Ryder once said, "Never did no harm, It's coming up, It's dare"
My first lesson teaching first years in Blender came out better then I thought it was going to be.
I actually really like blender, the more I use it the more it feels like a comfortable pare of shoes. That snake hook tool mixed with Dyntopo is lush. In a little over 1 hour I had a good base mesh. The hard surface tools are amazing as well, as is the renderer, I think its time to say good by Maya/3DSmax. Now do I switch to ZBrush for the details and Houdini for the rigging or try and muscle on with Blender.......
Having a bit to much fun in UE4 today with all the new film camera settings. I am looking forward to exploring this some more and exporting it in passes and trying Blender's Compositor. I will post up some more results soon.
Just trying to work out the bugs, so it looks like emissive glows have some issues as do particles with the focus settings? I will see if I can start to layer this up in post.
Next I am going to try exporting an animated camera with the new USD export options from Blender and Maya and see if there are any differences.
Whoa these PNGs are massive, takes forever to load your page. I love the handheld camera!
Hi, good point, switched the Starwars shots and as soon as I get a bit of downtime I will edit this page into JPEG's. I have super fast internet speed so I tend to forget, opps!
Thanks, going to clean that scene up and add some more shaky hand held shots, its great fun. Next up I want to see if I can render the characters from a 360 HDR captured from UE4 and rendered in Blender.
Whoa these PNGs are massive, takes forever to load your page. I love the handheld camera!
Hi Eric, converted all to PNG's to JPEG's today.
Also, finally onto the small details for my Ghostbusters Headquarters project, I will try and finish it this week by getting up at 6am and putting in two hours before work and couple when I get back so all being well, Friday is my personal deadline.
Managed to make a small city with Unreal's construction script. Now I am trying out some night time set ups, can not wait to get this into UE5 and test the Lumin.
Just trying out some rain, I will come back to this as there is to much sun light, although I guess you do get days when the sun breaks through, well lets just say thats what it is for now.
Testing out some decals with a little bump-offset in the
material just to give them a little more pop, reminds me of my adventures
driving around central America.
I am starting to really enjoy lighting more then anything else, I am just starting to play with UE5, I will post up the results soon but man its amazing! can not wait to starting teach that bad boy!
As for this project not sure what to try next? I might add a subway or maybe stream and LOD and see how fast I can get it to run, currently it's 50 - 90fps so it would be good to make it solid. I might blow it up with some destruction physics. It's all to much fun, term starts in week so it's tools down for a while and back to into teaching, it will be great to come off Zoom and get back on in labs, been going crazy for the past year.
Managed to get a couple of hours this morning to hammer Bill Murray into shape, got a way to go but its closer, need to thin him out a bit now and age him a little less.
Fleshed this kit bash out tonight. Looking forward to lighting this one, I can feel some strong night time blues and reds coming on, and a demogorgon for good measure.
Stranger Things, kit bash in UE4, about to takle a night time pass now but the Demogorgon is actually freaking me out, lol, I will have to work on this in the day time, haha!! I think this would make for a great game. First person playing as Jim Hopper as a walking sim, what do you think? More to come soon - https://www.artstation.com/artwork/4X8D94
Lighting and volumetric fog imo looks good, really sets off those 'god rays' in particular quite nicely though the weeds / shrubbery sort of grid layout, purely as a matter of personal preference could be dispersed into random clumps which had initially drawn my eye away from, at a guess this scenes' primary compositional points of focus ie: parked car plus house placed amidst in a sense foreboding looking woodland?
Stranger Things, kit bash in UE4, about to takle a night time pass now but the Demogorgon is actually freaking me out, lol, I will have to work on this in the day time, haha!! I think this would make for a great game. First person playing as Jim Hopper as a walking sim, what do think? [...]
Yep why not, I say go for it.
So if you're envisioning a vertical slice quick horror/survival demo too concept an idea, I might suggest a simple FPP camera - arms/hands anim cobbled together plus movable objects, maybe stuff on that table alongside chairs and perhaps front house or car door opening all with attached audio files implemented via blueprint logic blocks or just go with what you may already have in mind, as the adage goes 'the worlds your oyster'
Lighting and volumetric fog imo looks good, really sets off those 'god rays' in particular quite nicely though the weeds / shrubbery sort of grid layout, purely as a matter of personal preference could be dispersed into random clumps which had initially drawn my eye away from, at a guess this scenes' primary compositional points of focus ie: parked car plus house placed amidst in a sense foreboding looking woodland?
Stranger Things, kit bash in UE4, about to takle a night time pass now but the Demogorgon is actually freaking me out, lol, I will have to work on this in the day time, haha!! I think this would make for a great game. First person playing as Jim Hopper as a walking sim, what do think? [...]
Yep why not, I say go for it.
So if you're envisioning a vertical slice quick horror/survival demo too concept an idea, I might suggest a simple FPP camera - arms/hands anim cobbled together plus movable objects, maybe stuff on that table alongside chairs and perhaps front house or car door opening all with attached audio files implemented via blueprint logic blocks or just go with what you may already have in mind, as the adage goes 'the worlds your oyster'
I tried a new render today as the last one was real time capture and the difference between the last one and this one is light and day in terms of image clarity.
I adjusted the "Temporal Sample Count" to 64. It did not take long to render (10 mins 4K) so I will crank up the settings tomorrow.
Next up I will try path trace.
Old vs New or I should say real time vs rendered frame by frame
Replies
https://www.youtube.com/watch?v=UhPp57zLU5Y
I am trying to learn Blender this summer so there is nothing like a project to force yourself to learn a new piece of software.
UE4 screen shot
Also added some parameters to help give it a little extra control.
3D Print - note to self, extrude all the polygons before I send it to 3D print, luckily it was just a quick test before I send it to the expensive machine.
It's really happening, think I might finish this
Sorry about to poppy eyes, its to help prove one of Andrew Loomis's rule of proportions the "5 eye across", it gets the point across to the students ha-ha!
Time for some hair, wish me luck!
I didn't have a chance to tweak these as I had to bash them out during a lesson but even when they are ball park it's an amazing tool to get fast results
Emergency!
Blade Runner
Night Vision
Predator vision
Horror
Acid Trip, better when moving, check gif below.
As Shaun Ryder once said, "Never did no harm, It's coming up, It's dare"
Cyber punk
Lion next week.
I actually really like blender, the more I use it the more it feels like a comfortable pare of shoes. That snake hook tool mixed with Dyntopo is lush. In a little over 1 hour I had a good base mesh. The hard surface tools are amazing as well, as is the renderer, I think its time to say good by Maya/3DSmax. Now do I switch to ZBrush for the details and Houdini for the rigging or try and muscle on with Blender.......
Next I am going to try exporting an animated camera with the new USD export options from Blender and Maya and see if there are any differences.
Learning how to export tracked camera footage to help push the cinematic look, here is my quick test.
Hi, good point, switched the Starwars shots and as soon as I get a bit of downtime I will edit this page into JPEG's. I have super fast internet speed so I tend to forget, opps!
Thanks, going to clean that scene up and add some more shaky hand held shots, its great fun. Next up I want to see if I can render the characters from a 360 HDR captured from UE4 and rendered in Blender.
Also, finally onto the small details for my Ghostbusters Headquarters project, I will try and finish it this week by getting up at 6am and putting in two hours before work and couple when I get back so all being well, Friday is my personal deadline.
Been playing with Unreal's construction script to help automate the city.
I am starting to really enjoy lighting more then anything else, I am just starting to play with UE5, I will post up the results soon but man its amazing! can not wait to starting teach that bad boy!
As for this project not sure what to try next? I might add a subway or maybe stream and LOD and see how fast I can get it to run, currently it's 50 - 90fps so it would be good to make it solid. I might blow it up with some destruction physics. It's all to much fun, term starts in week so it's tools down for a while and back to into teaching, it will be great to come off Zoom and get back on in labs, been going crazy for the past year.
Terms starts on Monday so its hat off and time to focus!..... on 3D printing
https://www.youtube.com/watch?v=KMt3nE_PyDk
#Strangerthings #StrangerThings4
Orangutan sculpt, going to give XGen hair strands a try rather then poly cards.
Started on the legs at long last.
Morning speed sculpts
I started to break up my Rancor tonight ready for sculpting skin details, I am going to work into the anatomy first.
Asteroids Arcade (1979) simulated in Unreal 5
Trying out Unreal 5, so much to try out and learn, loving it so far.
Been playing around with AI Art - "Disco-Diffusion" crazy tool!
Gallery - https://www.reddit.com/r/DiscoDiffusion/
Tutorials for anyone interested, from basic to more advance.
https://www.youtube.com/watch?v=MJ_I9TCXWos
https://www.youtube.com/watch?v=FA2MNG8D5x0
https://www.youtube.com/watch?v=afkpifMPOGA
Hi
I tried a new render today as the last one was real time capture and the difference between the last one and this one is light and day in terms of image clarity.
I adjusted the "Temporal Sample Count" to 64. It did not take long to render (10 mins 4K) so I will crank up the settings tomorrow.
Next up I will try path trace.
Old vs New or I should say real time vs rendered frame by frame