Showing posts with label 3D Art. Show all posts
Showing posts with label 3D Art. Show all posts

Monday, October 12, 2026

Module 3 Week 07 Orb Bridge Project (High Res Meshing | Game Res Meshing)

 High Res Meshing

 

Reference



Poly Paint



Game Res Meshing






Baking in Substance Painter




Perforce Submission





Monday, September 28, 2026

Module 2 Week 05 Crates And Barrels Project (Final Display)

Final Display

For this assignment, I textured the game-resolution (low-poly) mesh by first baking the details from the high-poly mesh onto the low-poly game-ready mesh in Substance 3D Painter. This allowed me to retain the high-poly model’s surface details while keeping the final asset optimized for real-time use.

After baking, with the help of my ID map, I created and applied multiple materials to the asset, including dark wood, light wood, worn metal, rust, oxidation, and surface damage. I used masks, generators, grunge textures, and color variations to build up the materials while trying to closely match the reference image in terms of color, wear, roughness, and overall appearance.

Once the texturing was completed, I exported the required texture maps from Substance 3D Painter and brought the game-ready asset into Unreal Engine. I created the material using the exported textures and set up a small presentation scene with lighting and a Post Process Volume to improve the final look of the asset.

The final stage involved adjusting the lighting, environment, shadows, and post-processing to present the textured game asset in Unreal Engine.


Wireframe


Comparison with Reference Image


Unreal Setup


Perforce Sumission


Monday, September 21, 2026

Module 2 Week 04 Crates And Barrels Project (Game Res Meshing)

 Beauty Shot


Wireframe View




UV Map

High-Res Mesh Baked into Low-Res Mesh


Perforce Submission






Monday, September 14, 2026

Module 2 Week 03 Crates And Barrels Project (High res Meshing)

 Barrel High Res Meshing

Beauty Shot
Ambient Occlusion Render

Polypaint Render

High Res Sculpting - Closeup Shot

Reference Image

Opened Barrel


Perforce Submission






Monday, September 7, 2026

Module 2 Week 02 Crates And Barrels Project (Blockout)

For this project, I've decided to go with modeling a barrel. Here is my block-out mesh in a grayscale render, wireframe render, and in Unreal Engine. I will further upscale the barrel and texture it in the upcoming weeks.


 Mesh Render

I started with a basic cylinder and the used the modeling tools like bevel, extrude, detach etc 
to build the barrel
Wireframe Render

Proxy Mesh in Unreal Engine


Perforce Submission

Monday, August 31, 2026

MEET MAT TEXTURED IN SUBSTANCE PAINTER


MEET MAT - SUBSTANCE PAINTER

For my Meet Mat Assignment my theme was the character being a lost astronaut. 

Character Background:

My character is a futuristic space exploration robot named ASTRA-07. The robot has landed on an unknown planet and has lost its communication signal, which is represented through the “NO SIGNAL” display on its face. I used a bright orange, pink, purple, and blue color palette to create a stylized futuristic appearance. The glowing elements, warning symbols, barcode, robot name, scratches, and details on the base help tell the story of a robot exploring an unfamiliar planet. It keeps getting warned that its on a foreign land unfamiliar to it and is slowing starting to face damages in the head and base of its body because of it.



Tools and Techniques:

I used Adobe Substance 3D Painter to texture the character. There are separate texture sets for the head, body, and base and I used a combination of smart materials, fill layers, paint layers, masks, and generators. I added different materials and surface details to create variation between the different parts of the robot.

For the head, I created the dark metal display screen and added custom details such as the ASTRA-07 name, barcode, symbols, and “NO SIGNAL” interface. I also added scratches, dirt, roughness variation, and edge details to make the character feel slightly worn from its journey and damages in the new unknown environment. 


For the body and base, I used fill layers, masks, ambient occlusion, and surface details to add material variation and wear. I also used emissive materials to create the glowing blue and pink futuristic elements. I gave body lines to define the character more. 




Submission in Perforce









Module 3 Week 07 Orb Bridge Project (High Res Meshing | Game Res Meshing)

 High Res Meshing   Reference Poly Paint Game Res Meshing Baking in Substance Painter Perforce Submission