Monday, June 23, 2025

Portfolio #2 Week 2

 


SCHEDULE:

1. Week 01 - Proxy Model (Block out pass). 2. Week 02 - Have all hard-surface modelling done in maya. 3. Week 03 - UV mesh and texture implementation in substance. 4. Week 04 - Polish Texturing and have everything in engine with a proper lighting set up.



Wednesday, June 18, 2025

Sprint Delivery #3

 For this sprint, my mesh was completely reworked and optimized. I ran into an issue with the sword with moved vertices. The sword was tapering and expanding slightly at certain points, which resulted in me reworking the sword and other pieces that are dependent on everything slotting together. 


Then, for the high-poly, everything in hard-surface modelling reached about 30k polys, and it was brought in zbrush to start working on the high-poly detail for wear and tear. As of right now, not much of that has gotten done, because the priority was to fix the issues that appeared with my mesh and rework everything for clean topology so that there wasn't work on the high-poly sculpting that was going to waste. 

 

Additionally, the katana was curved within ZBrush!

These are the reference photos!





Monday, June 9, 2025

Portfolio #1 Final






Portfolio #2

 For the next project I'm doing, I've signed myself up to recreate another piece of concept art from the same artist that drew the concept art from previous project.


SCHEDULE:

1. Week 01 - Proxy Model (Block out pass). 2. Week 02 - Have all hard-surface modelling done in maya, clean w/ game res, uv'd. 3. Week 03 - Texturing research and implementation in substance. 4. Week 04 - Polish Texturing and have everything in engine with a proper lighting set up.

RESEARCH:

Jessica Marrubini

https://www.artstation.com/artwork/EzNYVK



Also have been working on researching and implementing textures with transparency from substance into unreal engine and creating a material for it.

REFERENCE:



BLOCK-OUT IN MAYA:




LIGHTING IN UNREAL:




Wednesday, June 4, 2025

Sprint Delivery #2

 For this sprint, I worked on fixing the proxy by making all the separate pieces of the katana functional and in accordance with a real blade ie. making sure all the pieces slot together and nothing was clipping. 

Most of my time was primarily spent working on adjusting pieces through vertex adjustments and adding/removing edge loops to avoid clipping. All of the pieces that make up a katana are now properly represented in the proxy model, as well as a cleaner version of fabric/knots. They're now fully done with no clipping and optimized by deleting faces that would not be seen to reduce poly-count.



Monday, June 2, 2025

Portoflio 1 #3

 1. Week 01 - Proxy Model (Block out pass). 

2. Week 02 - Have High Res model completed. (DID NOT FINISH) Do research for translucent materials in Unreal (DID FINISH YIPPEE)
3. Week 03 - Finish sculpting cassette and earbuds, Game Resolution Mesh, Finish UVs, Begin Texturing.
4. Week 04 - Finish Texturing and have everything in engine with a proper lighting set up.







Tuesday, May 27, 2025

Portfolio 1: Mid-check

 




ORIGINAL SCHEDULE:

1. Week 01 - Proxy Model (Block out pass). 2. Week 02 - Have High Res model completed. 3. Week 03 - Game Resolution Mesh, Finish UVs, Begin Texturing. 4. Week 04 - Finish Texturing and have everything in engine with a proper lighting set up.

NEW SCHEDULE:

1. Week 01 - Proxy Model (Block out pass). 
2. Week 02 - Have High Res model completed. (DID NOT FINISH) Do research for translucent materials in Unreal (DID FINISH YIPPEE)
3. Week 03 - Finish sculpting cassette and earbuds, Game Resolution Mesh, Finish UVs, Begin Texturing.
4. Week 04 - Finish Texturing and have everything in engine with a proper lighting set up.


Wednesday, May 21, 2025

Sprint #1 Delivery

For this week I worked on building the proxy of the Great Katana/Odachi for Mark's character.

Worked on gathering reference, establishing scale and doing adjustments post critique. 

Everything is uploaded and present in UE5 currently.




Monday, May 19, 2025

Portfolio 1

This is the project I decided to replicate for the first project.

 For this project I gathered reference on the different pieces involved in making a walkman like object, especially because there are parts that will be able to be seen internally due to some of the textures having transparency. Additionally, I gathered reference for the various materials for the look I'm going for, which is pushing much more towards realism. 


A lot of the references were related to this one artist on artstation Jessica Marrubini. Been looking through their artstation and several posts have videos that you're able to go through and have different breakdowns.

https://www.artstation.com/artwork/yDeNVK

https://www.artstation.com/artwork/g0LweG

SCHEDULE:

1. Week 01 - Proxy Model (Block out pass). 2. Week 02 - Have High Res model completed. 3. Week 03 - Game Resolution Mesh, Finish UVs, Begin Texturing. 4. Week 04 - Finish Texturing and have everything in engine with a proper lighting set up.


Here is the current blockout within MAYA:





Here is the current first pass at lighting:


Monday, April 7, 2025

Module 4, Part One; Fantasy Diorama


For this project, I'm going to be working on a concept and focusing on making a fantasy diorama to challenge myself with hand painted texturing as well as my sculpting skills in ZBrush. 


Here is the concept that I'm going to be working on replicating into 3D.


When making my PureRef board I focused on tackling each of the material and separating and seeing how each of the materials are painted.


SCHEDULE:

Week One: Gather reference and generate rough-blockout.
Week Two: Polish Blockout, and work on Zbrush sculpt.
Week Three: Finish Zbrush sculpt and texture.
Week Four: Polish texturing and render.


WIP of block out and Quin for scale reference in Maya.


 Current Blockout




Here is the adjusted concept to try and remove the perspective.



Portfolio #2 Week 2

  SCHEDULE: 1. Week 01 - Proxy Model (Block out pass). 2. Week 02 - Have all hard-surface modelling done in maya. 3. Week 03 - UV mesh and ...