Wednesday, July 30, 2025

Monday, July 28, 2025

Monday, July 21, 2025

Portfolio #3 Week 02

 SCHEDULE:

1. Week 01 - Address UVs and texture research for stylized PBR. 2. Week 02 - Substance painter jail. 3. Week 03 - Polish textures and nice lighting set-up/renders turntable for presentation.

WHAT ACTUALLY HAPPENED THIS WEEK: 

1. I sprained both (yes both) of my wrists.

2. I broke my toe. 

3. I got a fever for 3 days and was hallucinating off of cough syrup.

You can guess the order of how these happened.



Anyways here's the block out textures I did and the goal is to get it not look like straight out of substance generators (which is currently is).


The lighting for this hasn't changed but it WILL BE. TRUST. 

Wednesday, July 16, 2025

Sprint Delivery #5

 

Worked on texture iteration, here is the photo of everything in engine.


Monday, July 14, 2025

Portfolio #3

 For this project I'm going back and finishing a project where the last thing I needed to do was focus on texturing.

SCHEDULE:

1. Week 01 - Address UVs and texture research for stylized PBR. 2. Week 02 - Substance painter jail. 3. Week 03 - Polish textures and nice lighting set-up/renders turntable for presentation.

Reference: 





Monday, July 7, 2025

Research Project

 For this research project, I was interesting in creating a moving screen material in unreal for my tamgotchi model!

The goal was to create an LCD type screen that would resemble what would traditionally be on a tamagotchi, but with a little bit of *spice*.


The Goal:

1. Base texture (flipbook animation)
2.Dot Grid Effect as would appear on an LCD screen
3.Have some form a screen flicker
4.Add a subtle vignette to the screen for screen fade
5. Jitter and Scan/"sizzle" lines

1. Flipbook Animation (Optional Static Noise)

  • Add Texture Sample (a sprite sheet of glitch frames).






2. Dot Grid / Pixel Pattern

  • Add a Dot Grid Texture (tileable).

  • Multiply Texture Coordinates by a high value (ex: TextCoord * 100) to tile the pattern.

  • Multiply or Lerp this with your Base Color to simulate screen subpixels.

  • Optional: Invert grid (1 - Texture) for different styles.

3. Flicker Effect (Backlight Variability)

  • Add a Time Node → Multiply by speed ( ex: Time * 6.28)

  • Pipe into a Sine Node → Output ranges from -1 to 1.

  • Use a Lerp node (A= 0.8 B=1.2) → plug Sine result as Alpha.

  • Multiply Lerp output with Base Color or Emissive to simulate flickering brightness.

 4. Vignette (Darkened Corners)

  • Use Screen Position node → get Normalized Viewport UVs.

  • Subtract 0.5 from both X and Y → Center it.

  • Get Length of resulting vector (distance from center).

  • Apply 1- Saturate *2.0 or Smoothstep to shape falloff.

  • Multiply with Emissive or Base Color to darken edges.

 5. Scan Lines (Horizontal Glitch Bands)

  • Use Sine(Time + UV.y * Frequency) for animated lines.

  • Or use Frac(UV.y * 100) to get horizontal bands.

  • Optional: Combine with Noise Texture for jitter.

  • Add or Multiply this with Emissive to create line flickers.

 

 7. Combine Everything

  • Multiply or Lerp all effects into a final Emissive output:

  • ((Base Color x Dot Grid x Flicker x Vignette) + Scan Lines) x Mask -> Plug into Emissive Color

FINAL OUTCOME:


Portfolio #2 Final

 







Monday, June 30, 2025

Portfolio #2 Week 3

 


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.


Next steps: Finishing textures, addressing texture adjustments in unreal and implementing aspects of translucency into the material.

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.



Physical Fabrication Projects

  One Sticker Set Monster Hunter Sticker Set One Fine Art Print