Monday, January 26, 2026
3D - Creature full sculpt
From last weeks blockout I further refined the wasp, adjusting proportions based on critiques, as well as adding further details to the thorax, face, and legs.






Monday, January 19, 2026
3D art - creature blockout stage
The concept I chose for this assignment was not one originally put on the pureref, I searched for Lost Bear Studios on Arstation and found this wasp concept from Ratchet and Clank:

I first began by loading in the concept art into the spotlight in zbrush, lining it up as best as I could with the model. The right wasp I mainly used, as it was the concept with the least amount of distortion, although it still had some.

After the model was lined up I used zremesher and spheres to get a basic but clean blockout of all of the forms. Once that was done I started cleaning up some of the shapes and adding further details to the sculpt. This is where the sculpt is at now:

I first began by loading in the concept art into the spotlight in zbrush, lining it up as best as I could with the model. The right wasp I mainly used, as it was the concept with the least amount of distortion, although it still had some.
After the model was lined up I used zremesher and spheres to get a basic but clean blockout of all of the forms. Once that was done I started cleaning up some of the shapes and adding further details to the sculpt. This is where the sculpt is at now:
Thursday, December 4, 2025
Cannon final
This is my final blog post for the cannon project, it'll mostly be images with some captions. I'm going to go in the same order of images that are listed on the final project submission page. To start, here is my mid gray render of my game resolution model:

This is my final wireframe shot:

UV map:

BPR renders of the final sculpt:


Substance render compilation:

First iteration of textures:

Second iteration of textures:

Maps overlaid over the cannon model:

Product shot in engine:

Artistic shots in engine:



Perforce proof:

This is my final wireframe shot:
UV map:
BPR renders of the final sculpt:
Substance render compilation:
First iteration of textures:
Second iteration of textures:
Maps overlaid over the cannon model:
Product shot in engine:
Artistic shots in engine:
Perforce proof:
Tuesday, December 2, 2025
Common Art 'A' Stage
For this last pass, I decided to fully focus on furnishing the grandma's house as much as I could, adding in various furniture items and props, as well as finalizing the overall interior and exterior of the cabin.





Here is the wireframe of the house, and the pieces that make up the house (floor is left out since that was done last time):
Here is the wireframe of the house, and the pieces that make up the house (floor is left out since that was done last time):
Monday, November 24, 2025
Cannon final stage
For this round, I re-sculpted my wood again, and textured my cannon. I aimed for a rusted, humid look on both the metal and wood, using various masks and grunge fills in Painter to achieve the look I wanted. Here are the renders from Substance Painter:



These are the renders I took in UE:



Additionally, since I iterated yet again on my sculpt from the past round, here is a BPR shot from Zbrush of my sculpt:

I also updated my reference board slightly, it's about the same as last time but a couple more references were added/updated.
These are the renders I took in UE:
Additionally, since I iterated yet again on my sculpt from the past round, here is a BPR shot from Zbrush of my sculpt:
I also updated my reference board slightly, it's about the same as last time but a couple more references were added/updated.
Tuesday, November 18, 2025
Cannon baking
During this stage I went back and attempted to remake my wood grain in Zbrush, bumping down the detail from last time. Unfortunately I wasn't able to get to and detail every piece, so some have some blank spots that are missing detail. I did have a minor issue when baking involving the high poly, that being that there is a spot on the wheels where backfaces clip through, and this showed up on the AO map in my bake.
Here are my renders in Zbrush for this stage:



The low poly version of the cannon is 5,058 triangles, here is how the wireframe looks:

Here is my UV map, I didn't change it from the high res/UV stage as it worked, however some of it does need some adjusting in terms of orienting shells and laying them out:

Finally, this is how the cannon bake looks in Substance and Unreal:


Unreal shot with mid-gray material:

Unreal shot with basic textures:
Here are my renders in Zbrush for this stage:
The low poly version of the cannon is 5,058 triangles, here is how the wireframe looks:
Here is my UV map, I didn't change it from the high res/UV stage as it worked, however some of it does need some adjusting in terms of orienting shells and laying them out:
Finally, this is how the cannon bake looks in Substance and Unreal:
Unreal shot with mid-gray material:
Unreal shot with basic textures:
Thursday, November 13, 2025
Common Art 'B' Stage
For this common art stage, I went fully ahead with creating more assets for the grandma's house, creating more props for the inside and outside as well. I textured the remaining props from last week, and also created a planks material for the inside of the house. Here are all of the assets thus far, with textured assets and new ones in engine, with a proper mid gray material this time:





Additionally, I adjusted the lighting within the level to not be as overexposed during all times of the day:




Additionally, I adjusted the lighting within the level to not be as overexposed during all times of the day:
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