![My work I made at DAE](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/221369/1400xAUTO/thumb2-benjaminghys-crop.jpg)
My work I made at DAE
most of these are Assignments, but I spent a little more time on time so I could post them on here / on Artstation
Custom Nissan GTR Godzilla
One of my personal projects I started working on it during the summer break
Decided I wanted to finish it for the rookies
Screenshots are taken in unreal
I only had time to optimize the Body of the car
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/374581/1400xAUTO/b1-benjaminghys.jpg)
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/765716/1400xAUTO/b2-benjaminghys.jpg)
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/230942/1400xAUTO/b3-benjaminghys.jpg)
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/900825/1400xAUTO/b5-benjaminghys.jpg)
1960 Detomaso Mangusta
High poly school assingment, rendered in
Additional renders are done in Arnold GPU
This was my first time modeling a car using subD I had a lot of fun modeling this car because I'm interested in cars along with their inner mechanics and technicalities.
Architectural visualization in UE 4
The assignment was focused on creating a realistic looking, baked only lightning in Unreal Engine 4.
I modeled and textured the entire kitchen.
Only the props were downloaded from the Internet, but I still had to optimize / re-topologize them.
I made 2 materials in Substance designer:
- Melamine Wood texture
- Floor Tiles
Bent Axis Piston Pump
My first time baking a 3D model. Texturing was done using the PBR workflow in Substance Painter. I was also trying out the ProBoolean workflow during the modeling process. model is optimized and Game-Ready.
Modeled in 3Ds max
Texturing & baking in Substance Painter
Beauty shots in UE 4
triangles = 5.460
vertices = 2.985
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/409197/1400xAUTO/benjamin-ghys-box-beauty-02-benjaminghys.jpg)
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/141092/1400xAUTO/benjamin-ghys-box-beauty-03-benjaminghys.jpg)
since it's my first time baking a 3D model there is no symmetry (optimization) applied to save texture space.
Everything is uniquely unwrapped and packed tightly.
A little bit of unwrap porn never hurts.
I know it's useless to some of you, PS: Sorry
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/154665/1400xAUTO/benjamin-ghys-box-Unwrap-benjaminghys.jpg)
Sturmgewehr 44
Modeled in 3Ds max
Texturing & baking in Substance Painter
Beauty shots in UE 4
Aim was to bake and texture a complex model using the PBR standards
Spent a lot of time getting my normal bake to be without artifacts
First iteration of texture didn't give a realistic feel so I switched to the original Sturmgewehr without coating
triangles = 25.148
vertices = 12.913
Let's not forget about the Unwrap porn, but this time optimized as much as I could
There are a lot of unique parts on this gun, a basic symmetry wouldn't work
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/573008/1400xAUTO/uv2k-benjaminghys-benjaminghys.png)
Sci-Fi Hatch
First time being introduced to baking normal maps & texture creation in substance painter.
My most optimized unwrap and mesh I ever made and never will beat.
short workflow description:
I first started looking at reference and letting me be inspired by real life space station hatches to Sci-Fi game hatches.
after having a few ideas I started making sketches, top views & side views, keeping mind I only had a flat plane to work with.
After a few rough layout sketches for the hatch I chose the best ones an iterated on them.
Then I moved on to 3ds Max and started on modeling my High poly and Low poly Mesh.
Texturing in substance / PBR workflow was still new to me, so I made a few mistakes.
So a few months later after making complexer normal bakes and more texturing in substance painter, I decided to revisit my hatch.
The end result
Real-time lighting in Unreal Engine 4
Flat Plane vs Tessellated Plane in unreal
You could get away with a flat plane at this angle
Lower angle to have the tessellation do it's work.
AO // BaseColor // Metalness // Normal // Roughness
Let's not forget the Unwrap
This is the best I can do
100% of the pixels are being used
yes this was necessary
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/720912/1400xAUTO/Hatch_Unwrap-benjaminghys.jpg)
I also tried to make the material-shader as cheap as possible by using grey-packing and replacing the blue channel from the Normal map.
I could have used the Alpha channel, but I assume it takes up more memory, and defeats the purpose of grey-packing
I used a screenshot on polycount how to have a normal without the blue channel and still get the same result in the engine.
I only needed to load in 3 Textures to get the same result
I put the roughness in the green channel because it can store more data than red or blue
and the blue channel also get compressed more so that's why I put my AO in that channel
Base color (consists of color, wow)
Grey pack (R = metallic, G = Roughness, B = Ambient Occlusion)
Normal (R & G = Normal Data, B = Displacement Map)
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/850245/1400xAUTO/packedMasterMaterial-benjaminghys.jpg)
Optimized Mesh
Tessalated mesh
Tile Generator (Maya Script)
My first script I made that has UI implemented. Goal was to have a Tile Generator with clear / understandable layout.
![](https://d3stdg5so273ei.cloudfront.net/benjaminghys/2019-05-31/287710/1400xAUTO/tilegen%24-benjaminghys-benjaminghys.jpg)
Python code
Simple copy/paste into the Maya python console.
Or get it from Github.
after revisitting my code, I made the following changes:
- Added core generator class
- then built UI on top
- Update should receive variables instead of UI object
- so currently the Generator class cannot function without the UI class.
Possible features I could add:
- Saving user settings to a .Json file
- Change to Qt for UI creation (more possibilities)
I could put more structure in to my UI as I now was forced to put the Simple / Godmode switch underneath the actual value sliders
- Load in presets created by other Users.
- Ability to choose a custom mesh instead of a Polycube
for some reason the code snippet now has the same color as the background
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