Game Art - Project 2: 3D/2D Character and Environment (Porting and Testing)

20/11/2024 - 11/12/2024
Week 9 - Week 12
Ng Jia Ern 0363033
Game Art
Project 2: 3D/2D Character and Environment (Porting and Testing)


INSTRUCTIONS
 



Instructions

You are to build your character and props in 3D and to be tested in Unreal/Unity game engine. Rigging for character can be done in Actor Core Accurig or in Blender. Textures for both character and props can be created with substance painter. As for props we will be evaluating the hero assets and medium sized asset. Each assets will be ported and tested in the game engine.



Project 2:


FINAL: 




REFLECTION

For character modeling, it’s not particularly difficult, just tedious. Since I worked on anatomy modeling in ZBrush last semester, I’ve become quite comfortable with the software. I directly modified my previous human model into a chibi-sized proportion, which saved me a lot of time when building the body and clothes. However, after modeling, there’s still a long process ahead: retopology, UV unwrapping, baking maps, texturing, rigging, skinning, animation, and engine testing. A single semester isn’t enough to finish all that—there’s just not enough time!

I did my best, but I couldn’t manually retopologize, so I used ZBrush’s ZRemesher to reduce the poly count, then imported the model into Blender and applied smooth shading to make it look cleaner. After that, I imported it into Substance Painter for texturing. The remaining steps I couldn’t complete due to time constraints—I’ll probably learn them during the semester break. At least now I know the direction I need to take.

Challenges During ZRemesher
One issue with reducing poly count directly in ZBrush is the loss of detail. For example, the decorative elements on my character’s hat were part of the same model and not separated, so the small flower’s texture became difficult to paint. I ended up skipping it. Similarly, the lace on the skirt didn’t align well with the skirt itself, so I manually adjusted it in Blender.

Texturing in Substance Painter
While working on textures in Substance Painter, I encountered a problem with layer organization. I hadn’t named the layers or merged materials of the same type, which resulted in too many layers and made the texturing process quite messy. I went back to ZBrush, renamed each material on the model, and then returned to Substance Painter to continue. Thankfully, Substance Painter is quite beginner-friendly—I managed to grasp it in just one day. Here’s some helpful tutorials I found:

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How to use Adobe Substance Painter

How to export to Blender and Unreal Engine

How to render and export in SP using IRay

How to create transparent glass material in SP

I realized that Substance Painter makes texturing incredibly efficient and quick. Compared to Blender or Unreal, where you have to adjust properties like metallic, roughness, pattern, and alpha layer by layer, in SP, you can simply apply a similar material, tweak the colors and details slightly, and you’re good to go. It’s unbelievably convenient. The built-in render presets in SP are also great—just pick a preset and render. The only downside is that it’s GPU-intensive (my PC’s fans were going wild during rendering—it felt like a storm was brewing). Unfortunately, SP doesn’t support turntable rendering, but it seems that Adobe Substance 3D Stager can handle animations. I haven’t had the chance to explore that yet, so I’ll leave it for later when I have more time.

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