I first began with the idea of Traveler's Hollow from this desk. I wanted to create a center piece and then filled in the world around it little by little. The world of Traveler's Hollow is set around a busy mage with little time or care to clean up. I tried to reflect this in the desk by giving it knicks and scratches to give the feeling of it being well used.
I created this piece by starting with some quick concept art sketches. I then began with a cube in Autodesk Maya to model it. After the retopology and UV unwrapping, it was sent to ZBrush to get some highlights and textures applied. Once that was finished, I sent it to Substance Painter to apply color and texture. Last but not least, I put it into Unreal Engine and created the scene and the animation. In all, I spent about 50 hours on this piece.
The room is purposefully made simple for the sake of saving time as well as not drawing away from the desk. Nevertheless, I spent more time than I care to admit trying to edit and re-edit this piece.
I began with a cube in Autodesk Maya to model it. After the retopology and UV unwrapping, it was sent to ZBrush to get some highlights and textures applied. I realized my errors and ended up back in Maya to try and fix it some more. Once that was finished, I sent it to Substance Painter to apply color and texture. Last but not least, I put it into Unreal Engine and created the scene and the animation. In all, I spent about 35 hours on this piece.
This was my first attempt at making an object that is normally opaque translucent and I was able to learn a lot through the process. It was more difficult than I anticipated; but the knowledge I have gained was well worth it. These potions are meant to help lead the viewer to the conclusion of a messy, busy mage. They are accent pieces and the fun colors of the potion have to make you wonder what they are used for.
I began with a sphere and a cylinder in Autodesk Maya to model it. I realized my issue early on and remodeled them to include an inside wall. After the retopology and UV unwrapping, it was sent to ZBrush to smooth them out as they started intensely low poly. Once that was finished, I sent it to Substance Painter to apply the glass look. I later realized there is an easier way to do it straight in Unreal Engine with less trouble. Last but not least, I put it into Unreal Engine and created the scene and the animation. In all, I spent about 30 hours on these pieces.
I had a lot of fun making these potions. It was a little difficult to get the curved edges for the spilled potion, but I am happy with the outcome. Choosing the colors was exciting. I wanted something colorful that would pop and draw the viewer's eye. My favorite out of the different potions is the spilled potion.
I created this piece by starting with some quick concept art sketches of the splat and the colors I was going to pick. I then began with a cube in Autodesk Maya to model it. After the retopology and UV unwrapping, it was sent to ZBrush to get some highlights and textures applied. Once that was finished, I sent it to Substance Painter to apply color and texture. Last but not least, I put it into Unreal Engine and created the scene and the animation. In all, I spent about 20 hours on these pieces, but I had the most fun doing them.
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