Due before class (11:59pm): (05/02/25)
This WIP should demonstrate a sizeable evolution across your entire environment. Since we are model locked, I am looking for substantial updates to textures and lighting.
Delivering basic textures (lacking roughness, normal, etc.) is the below standards and will result in a D.
To go above and beyond (earn higher than a C) I want to see a lighting update, matching concept, quality texturing efforts on multiple models. Quality meaning BaseColor, Roughness, Normals, that have variation, breakup, and depth.
Include your name in the post!
Deliverables:
This WIP should demonstrate a sizeable evolution across your entire environment. Since we are model locked, I am looking for substantial updates to textures and lighting.
Delivering basic textures (lacking roughness, normal, etc.) is the below standards and will result in a D.
To go above and beyond (earn higher than a C) I want to see a lighting update, matching concept, quality texturing efforts on multiple models. Quality meaning BaseColor, Roughness, Normals, that have variation, breakup, and depth.
Include your name in the post!
Deliverables:
- Unreal Render (1):
- A render through your shotcam showcasing your current pass lighting with your layout.
- Screenshots of heros/sidekicks.
- Include their reference
- Screengrabs from Substance Painter if applicable
- Include separate channels (BaseColor, Roughness, Normal)
- Your main concept.
- Everything delivered in an organized PurRef scene.
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