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Showing posts from May, 2025

3D Toolkit - Renders, Turntable and Unreal Implementation

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Turntable Here is a link to my turntable on Sketchfab:  https://skfb.ly/pxnUY Unfortunately, the texture for the mask on the belt just wouldn't work. It wasn't assigning correctly onto the model despite being completely fine in both Maya and Unreal. I was unable to resolve this issue so I left it with a basic white colour. Renders For some reason, during my renders, the textures broke and I wasn't entirely sure how to fix it. I think it might've been to do with the materials of my assets. I tried changing them but it broke the textures even more.  Unreal Implementation I implemented my character into unreal to see how they looked. They had been scaled a little too big, so in Maya I went back and made them smaller.

Industry Practice - Reflective Statement

Reflective Statement Overall, I had a lot of fun working together with my teammates! It was a great experience combining our ideas and even though we couldn't include everything in our final version, I'm super happy with the end product. I think the thing I found most difficult was coding the game. I struggled a lot when it to finding the solutions to my errors. I wish I gave myself a lot more time to focus on the code! I'm proud that I managed to get the gif Faye animated at the end. I think the main thing I need to is give myself more time for error

Industry Practice - Promotion, Portfolios + Online Profiles

These are my portfolios: Arstation:  https://www.artstation.com/jekkalou Indeed:  https://profile.indeed.com/?hl=en_GB&co=GB&from=gnav-homepage Instagram: https://www.instagram.com/jekkilu/ Writing an artist statement This is a short piece of writing that introduces you work and practice and wider intellectual concerns. Here are some notes I made as well as my artist statement! Highlight Ideas, Motivations and Process Creation Process: Gather references, ideas using Pinterest + mind maps + studies if necessary Thumbnailing/ Design iterations Clean-up /posed drawing of final thumbnail Colours As an aspiring concept artist, I seek to improve my skills at any given moment and strive to improve my understanding of many techniques and software. Majority of my character concepts explore various high fantasy genres commonly association with the game dungeons and dragons. I have become very familiar with this setting and am excited to do some more work for it. I'm willing to ...

Industry Practice - Art Contributions

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Sprites   Background Monster Problem Logo

Industry Practice - Some examples of Collaborations outside meetings with screenshots

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I unfortunately hadn't been able to keep up with my blog posts so I compiled a list of examples where I have collaborated with my team. These aren't in order. Script Since I had a lot of issues with grammar and punctuation in our game feedback, I went over it and Sam had offered to spell check my coding. I sent it to them in a word document so they could do some corrections. Animation Troubles I had some trouble trying to implement an animation. I had Faye sent me a bunch of different file types until we found one that worked. Pattern's Patient Tree Today, was the last day to finish the project, so I wanted to make I had everything ready. I remembered that Katie had an extension so I asked them if they'd be able to finish their patient story/ script before the deadline. They sent me some screenshots of their patient tree and a pdf to work from. UI Difficulties I had a lot of issues with the games UI and found it difficult to layout the pause screen the way we wanted it ...

Toolkit - Reflective Statement

Overall, I faced a lot of difficulties when it came to 3D. My main one was time management. I had spent too much time focussing on other projects. This meant that I had less room for error and I found this pretty stressful. Maya kept crashing frequently and encountered a few problems but I luckily managed to resolve most of them. I had fun learning how to sculpt in ZBrush and I found that I preferred it over Maya . I still am not entirely sure how to paint skin weights fully so this is something I definitely should look into and practice more. During the rigging, I found it pretty confusing and I struggled to keep up with Simon's instructions. The videos on the NOW really helped. I have a pretty good understanding of the process in making it as well as what to try to fix it if it breaks. I did manage to finish the rig in the end! I'm happy with the final sculpt as it was my first big attempt at creating a game-ready character. There's a lot of places I can improve on but I ...

Toolkit - Gantt Chart and Kanban

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Gantt Chart This is the plan I made for 3D over my easter break. I had unfortunately spent too much time focusing on other projects and not enough time on this one. I should've made sure I had more time on this project especially because 3D is one of my weaker areas. Here is the Gantt Chart I made for Toolkit. Gantt Chart Updated/ Revised (10/05/25) I was able to keep up with gantt chart up until week 4. I greatly overestimated how long the sculpting process would take and ended spending the week just on that. Luckily, I had just finished one of my other projects so for the final week I was able to put most of my focus onto this project. In this updated Gantt Chart, I ended up having to move the Retopology and Texturing into the final week.  Here is a link to the Miro Board I've been using to manage my projects so you can see it better https://miro.com/app/board/uXjVIfcpGzE=/?share_link_id=655866724727 Kanban To help me further manage this project, I created a Kanban. I used th...

Toolkit - Masterlist

 3D Toolkit  https://damianstreetgamesartsecondyear.blogspot.com/2024/09/3d-toolkit-zbrush-navigation-polymesh.html https://damianstreetgamesartsecondyear.blogspot.com/2024/10/transpose-masking-and-mesh-visibility.html https://damianstreetgamesartsecondyear.blogspot.com/2024/10/3d-toolkit-deformation-polygroups-and.html https://damianstreetgamesartsecondyear.blogspot.com/2024/10/3d-toolkit-skull-181024.html https://damianstreetgamesartsecondyear.blogspot.com/2024/10/3d-toolkit-insert-multi-mesh-imm.html https://damianstreetgamesartsecondyear.blogspot.com/2024/10/3d-toolkit-base-mesh-creation-281024.html https://damianstreetgamesartsecondyear.blogspot.com/2024/11/3d-toolkit-base-mesh-021124.html https://damianstreetgamesartsecondyear.blogspot.com/2024/11/3d-toolkit-zremesher-and-project-041124.html https://damianstreetgamesartsecondyear.blogspot.com/2024/11/3d-toolkit-clothes-creation111124.html https://damianstreetgamesartsecondyear.blogspot.com/2024/11/3d-toolkit-steampunk-ex...

3D Toolkit - Texturing Process and Texture Maps

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Texturing Process I textured all my assets in substance painter. I'm didn't screenshot me texturing every assets but I took some screenshots to show some examples on how I approached texturing. I decided to do the texturing after my rigging so that I didn't risk my textures deforming when I posed my character. This meant that I had to export it into substance using an OBJ and the FBX files didn't let me export the posed version. I used polygon fill to fill out most of my simple textures. I also used polygon fill to do the body. I did the tail using polygon fill and a black mask so I didn't accidentally get the textures onto the rest of the body. I forgot to screenshot this but you can see the layer with the mask in the screenshot below. I then used the symmetry tool and basic soft brush to hand paint the eyes, mouth and freckles.  I repeated the methods used above for the rest of my textures. Texture Maps Here are the texture maps for all my textures. Body Top and L...

3D Toolkit - UV Maps

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 Uv Maps To save time, I used Maya's automatic UVs and I made sure nothing was overlapping. I decided to texture all my assets separately. Here are the UV Maps. Body UV Top UV Leggings UV Cloak UV Skirt UV Hair UV Gloves UV Boots UV Belt UV Holding Mask Uv Belt Mask Uv

3D Toolkit - Rigging, Posing and Skin Weights

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Rigging and Posing Following Simon's instructions, I finished the rig. I had a slight issue when using the point and orient options as the hand moved to a place it shouldn't have. I quickly realised it was because I hadn't ticked the maintain offset in the point constraint properties. Here's the finished rig. I then tried to attach the rig to my character by resizing it to fit my character model and making sure the joints are in the correct place. I hadn't fully rigged the fingers as I wanted to see if everything else was working correctly. In the screenshot below, the hand joint must've not been in the centre which caused it behave a little strange. I also encountered another issue. Whenever I skinned the model to my character to test if it worked, I couldn't move the controls at all. When I selected them to try and rotate them, the tool was greyed out. I eventually figured out that all my controls were locked. So I had to go manually unlock every one of th...