Baked high res mesh onto low res mesh in substance painter after sculpting in ZBrush and making a low poly proxy in Maya. Shots taken in Substance Painter
Bake
Baked high res mesh onto low res mesh in substance painter after sculpting in ZBrush and making a low poly proxy in Maya. Shots taken in Substance Painter
Bake
cohort22/students/Claire.Butler/Tech Art/clairebutler_HW/ClaireButler_HW6/Content/Levels
An instance of your rigged character with your custom ROM animation
Completing Parent Constraints
Using Reference When Sculpting
Target Look: water-polished stones - softer edges and texture
For this project I created a sword that glows bright yellow when G is pressed (you are the chosen one...) and rotates on the Z axis when the player interacts with the sword trigger box.
In the Perforce depot, this project exists under Claire.Butler > Tech Art > clairebutlerHW > ClaireButler_HW4. The Level map exists under Content/TechArt/maps/HW4Blueprints.
Adding Boolean Cuts
Creating Emissive Material
Simple Rotation Blueprint
Level Blueprints
Setting Character Movement
Setting Up Lighting and Atmosphere
True Fullscreen Screen Shots
Mannequin Import/Establish Scale In Maya
For A Stage, I created a title screen using Photoshop, Stable Diffusion, and Photobashing. I also made tweaks to the final A Stage Witch Rig...