Showing posts with label Common. Show all posts
Showing posts with label Common. Show all posts

Wednesday, July 16, 2025

Sprint Delivery #5

 

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


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!





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.



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, December 2, 2024

Common Art A Stage

 


Finalized the textures on the vase and the shield, made decals for both of them!



Thursday, November 14, 2024

Hercules; B Stage

 




For this week I worked on doing the first pass of textures for the assets I was assigned.  For the first pass, it was about assessing the style we were going for and matching style with the other artists. and then revising and fixing UVs. For this next week, I'll work on further implementing the designs for the textures.



Physical Fabrication Projects

  One Sticker Set Monster Hunter Sticker Set One Fine Art Print