Eli Beutler's GAA Portfolio
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    • Hoth Environment
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    • Titan Stars
  • Early 3D Art
    • Early 3D Art Menu
    • First-Year Modeling
Eli Beutler's GAA Portfolio
  • Home
  • Contact Eli
  • Community Statement
  • NIE - Fighting Game
    • NIE Menu
    • Project Updates
    • NIE Animation Reel
    • SIP Display
  • General Arts Portfolio
    • General Art Menu
    • 3D Asset Creation
    • Game Assets & Animations
    • Collaborative Work
    • Traditional Art Skills
    • Preproduction
    • 2D Asset Creation
  • 3D Environments
    • 3D Enviroments Menu
    • Hoth Environment
    • God's Broken Temple
    • Sinnoh League Remastered
    • The Ponharzyy Coalmine
  • 3D Vehicles
    • 3D Vehicle Art Menu
    • Half-Track Vehicle
    • Ship One
    • Ship Two
    • Sailboat
  • 3D Characters
    • 3D Character Model Menu
    • Vlad the Impaler
    • Riotbreaker
    • Vulture
    • General Male
    • General Female
  • 2D Art
    • 2D Art Menu
    • Cartoon Art
    • Pixel Art
    • Vector Art
    • Traditional Photoshop
  • Concept Art
    • Concept Art Menu
    • Steam-Luck
    • Ancient Scandinavia BoTW
    • Titan Stars
  • Early 3D Art
    • Early 3D Art Menu
    • First-Year Modeling

3D Asset Creation

 Demonstrate the core skills needed to create 3D art assets, textures, and animations utilizing industry-standard software tools. 

Process

  1. Creation of Textures using Maya, Substance Painter, Sampler, and Photoshop.
  2. Creation of 3D assets and animations with Maya.

Proof

General 3D Assets

All made in Maya.

Unwrapping of those Same Assets

All unwrapped in Maya.

Texturing with Texture Sheets

The video skips to show the clever ways the objects where unwrapped to work properly with texture sheets created in Photoshop.

Texuring with Substance Painter

Video skips to show off texturing in Substance Painter.

Range of Motion Animation Test

This is one of the most important things you can do with any character or animated creature you create. This is an ROM test for a generic male character I created with Maya and ZBrush to make sure no unwanted deformations were occuring.

Final Video on Creating the Coalmine Environment

Various post proccesors are used to create Cell Shading and outlines. Many objects were texutured specifically to have intense normal maps so the cell shading could stand out.

Asset List for Coalmine Environment

Blend Shapes

Use of blendshapes to create facial animations.

Animating with Motion Builder

This is used to line up a character I created and rigged to follow motion caputured movements.

Rigging and Posing in ZBrush

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