This week I worked on my three point perspective scene. I first started with some different ideas, although I knew from the start the kind of scene that I wanted to create. It was to be an underground bunker, maybe connected to the military base I made for my first project. I decided to go for it and just make different designs with that as a foundation.
This blog exists for the purpose of documenting my development in Game Art, and showing my thought process as well as problem solving capabilities. I will also be posting my personal work here that I use as an excersize of whatever it may be I learned on a given week.
Monday, March 28, 2022
Three Point Perspective Scene 1 - Digital Art Practice Week 24
Wednesday, March 23, 2022
Lighting Characters - 3D Game Production Blog Task #4
Character Lighting Setups
Characters in video games can be lit the same real life models are lit up for photography. I have gathered a couple examples below.
Plaster Head - Traditional Art Practice Week 20
This week I worked on drawing plaster heads. I've had experience with drawing portraits in the past but I've never done anything up to a finished level. This was a challenge for me but I worked though it by doing some sketches from references first. After warming up, I started with the first sketch of the first model.
Tuesday, March 22, 2022
Substance Painter and Baking - 3D Game Production Week 24
This week I fixed my UV unwraps and got started with baking. I didn't know what baking was until a couple weeks ago and have never used Substance, but the whole concept was easy enough to understand. I struggled with understanding the logic behind Sunstance however, and will be diving into it more in my spare time.
Two Point Perspective Scene - Digital Art Practice Week 23
Saturday, March 19, 2022
One Point Perspective Scene - Digital Art Practice Week 22
Friday, March 18, 2022
Remesh - 3D Game Production Week 23
This week I worked on retopology for my main fireplace. I also created the extra assets in my scene that would populate it and provide an extra bit of believability to my scene. I faced some difficult decisions with the remesh.
My extra assets used the same workflow as the main fireplace. I decided to allocate a separate texture map for these since the shapes were too irregular to fit into the other maps. They also didn't really need that much texture space in the first place.
It was really fun experimenting with some organic sculpting like this bread. I used some new brushes that I hadn't used before. I also found a use for the indent brush that had ruined my bricks before.
When I started the remeshing, I first thought that I could just use the decimation to get a low poly model easily since basically every piece of the fireplace was a rectangle. However this turned out not to work and I wasted an entire day in attempt to avoid two hours of work.
The automatic remesh didn't work at all, and gave me a lot of broken topology that was near impossible to properly unwrap. I decided to do it the normal way after seeing this.
Urban Landscape - Traditional Art Practice Week 25
This week was the last week for this semester. Knowing this I went all out and spent a lot of time on the drawings this week. I first starte...
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This week I got started with my perspective project. Since I didn't have a lot of work to do in particular, I instead made some more m...
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This week I worked mostly on my three point scene and also assembled my materials. I started first by making my sketch bigger and checking ...
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This week we did some drawing on location. I decided to draw this building because it has large forms which create interesting contrast. The...

















