Thursday, November 15, 2018

Prometheus

This week we continued working on the proxy model for Prometheus and the temple. I created her proxy model and worked with Zack, our Art Director, to finalize any last details on her 2D concept.
I also assisted environment in lighting the scene and worked a bit more on my toon shader test.


Thursday, November 8, 2018

Prometheus- Color

This week is the third week we worked on concept for Prometheus. I was tasked with working on developing the textural style of our VR experience. We decided to model our style after that of illustrator, Moebius.





To create a similar style in 3D, I'm experimenting with using toon/cel shaders in UE4. So, I got the first pass at creating the cell shader node network.


I applied this to a statue I had placed in a scene to test.


Next, I'm working on working with LUT's to be able to create midtone and a bit more variety in shadows. I'll also be researching and creating a material node to add outlines to the models.

The final look we're going for is somewhat like this Moebius inspired game, Sable.



Thursday, November 1, 2018

Second Week Prometheus Values

So, this is the second week working on character concepts for Prometheus. I worked on a second iteration for the character concept and tried incorporating what was discussed in critique last week. I decided to create an armored and stripped armor look for the character.

The influences for these designs include sci-fi space armor, traditional Greek armor, and hints of black smith novelties, like those you find in the black smith apron and forge hammer/war hammer I created for the character.

working on armor:


Completed with Values: