Monday, June 1, 2026

Portfolio 1 - 3/4 check

So first things first, I managed to actually get to baking! :] I did not expect I would, but UVs were a little easier than I thought because I could just use most of my midpoly for UVing. Right now they are proxy UVs and not finalized yet, I just wanted to get them working for a bake. Here's how the bake turned out, there's a couple of larger errors on it but those should be fixable fairly easily.

Here are my UVs currently:


Here is how my bake looks:



The high poly is still being worked on, which ideally it will be finalized next week, and I can finally have a face on the gun lol. Here is how it currently looks:




And here's a bit of a closer shot:


Here's how my low poly wireframe looks at the moment:


Here are shots of it in UE, with normal map applied:




My reference board has stayed the same as it was before:




















And lastly here is my schedule:
Week 1 - Basic blocking, silhouette established with basic shapes ✓
Week 2 - Further blockout refinement, high poly begin (likely a mixture of Zbrush and Blender) ✓
Week 3 - High poly at least 3/4ths of the way through, low poly started (Evaluate whether or not low poly is possible at this point) 
Week 4 - Low poly finalized, UVs and 1st bake, cubemap shader test on red/purple parts if possible

I'm both ahead and behind, I do have a low poly mostly finalized with UVs and a 1st bake, but the UVs are not final. Plus some parts are still missing on the gun, biggest one being the face.

Monday, May 25, 2026

Portfolio 1 - Mid check

For this week I added more onto my blockout, and started the high poly as planned, adding in polish on mostly every piece (some pieces had topology issues or I wasn't able to get to them). The face on the gun is still not added in yet, I plan on taking a base mesh from zbrush and sculpting on that ideally before next week's turn in.





Pureref board with concept art:

Schedule:
Week 1 - Basic blocking, silhouette established with basic shapes ✓
Week 2 - Further blockout refinement, high poly begin (likely a mixture of Zbrush and Blender) ✓
Week 3 - High poly at least 3/4ths of the way through, low poly started (Evaluate whether or not low poly is possible at this point)
Week 4 - Low poly finalized, UVs and 1st bake, cubemap shader test on red/purple parts if possible

**After next week I will update this schedule to reflect whether or not I will be able to do a low poly and bake, I may just keep this as a high poly only.

Tuesday, May 19, 2026

Sprint #1 - Common Art

Plant proxies in engine:



Books/bookshelves in engine:



Book proxy for rigging:


Monday, May 18, 2026

Portfolio 1 - Start

Reference board:

Project related video

Blockout so far:



Wireframe over concept art:


Unreal shot (kind aiming for how guns are displayed in Valorant when you look at them):


Proof of multiple camera angles:


Proposed schedule for the project:

Week 1 - Basic blocking, silhouette established with basic shapes
Week 2 - Further blockout refinement, high poly begin (likely a mixture of Zbrush and Blender)
Week 3 - High poly at least 3/4ths of the way through, low poly started
Week 4 - Low poly finalized, UVs and 1st bake, cubemap shader test on red/purple parts if possible

*After realizing how time consuming and difficult some things are on this gun, I've decided to make full textures a stretch goal for this project.

Monday, April 27, 2026

Final project pt. 3 - Highpoly/Lowpoly progress/First bake attempt

So.... I brought the gun into Zbrush for some polishing, and brought almost all of it to a nice polished bevel. I made a low poly from the midpoly I had already made in Blender, and it came out to around 27k triangles. I did manage to make very rudimentary UVs for the time being, they are functional but are pretty awful looking so I am not showing them here. I plan on fixing them up to get better texel density and better coverage across the UDIM space before industry review this Thursday.

This is how the first bake has come out:



It's more difficult to see from a distance but there are tons of AO errors in here, and there's bake skew going on with the screw and boolean floaters I have placed. Some areas of the low poly also don't quite match the high poly/need more topology. The polish seemed to bake on pretty well though! :]

As for how the final high poly has come out, this is how it looks so far:



I've also updated my reference board some, I've decided to aim towards a specific style shown in Valorant. It's a more toony style and will involve a little bit of shader work/painting, but it should be fun to try to replicate. 

























Schedule:
Week 3 (21st - 28th):

- Low poly done ✓
- UVs done ✓
- 1st bake made ✓
*These are all technically done and I did what I had on my schedule, but they are not to the quality I want them to be. 

Monday, April 20, 2026

Final project pt. 2 - Highpoly progress

Here is my high poly so far, it's not fully polished as of yet as some booleans haven't been finalized, and there's some shading errors on the model, but visually mostly everything is on the gun now.




Special thanks to a couple of my friends who pointed out that one area of the gun didn't make sense, and suggested putting something akin to a Magpul sight in that spot. I also had quite the struggle trying to figure out how the handle on the stock works, but I've got the shape of it down at least. I may deviate slightly from my original plan and take the gun into Zbrush to add a nice polish all over it, but I need to make sure all of my topology is finalized first. Overall I am a bit more behind on my high poly than I would have liked to have been, but there shouldn't be too much further to go.

Slightly updated ref board:



Schedule:

Week 2 (14th - 21st):
- High poly finished (moved to week 3)
- Texture references gathered

Portfolio 1 - 3/4 check

So first things first, I managed to actually get to baking! :] I did not expect I would, but UVs were a little easier than I thought because...