Monday, June 22, 2026

Portfolio 2 - Mid check

For this week I mainly focused on blocking out as many of the forms on the gun as I could. I've gotten most of the forms done, minus chunks in the middle and the end barrel has not been touched yet. So far it's been quite fun to block everything, almost feels as if I'm drawing on the gun! :]

Anywho, I went a little crazy on the renders this week, wanted to test out some fun materials I had in Zbrush and different angles. First one here is the overall render of how the gun looks, with perspective on:



Same picture, different material in Zbrush:



And now for the rest of the renders, in no particular order:











Schedule: 
Week 1: Full blockout of the gun and it's parts/prep for Zbrush 
Week 2: Sculpting in Zbrush, halfway through sculpt 🤏(not quite halfway done, not enough of the forms are blocked in for me to consider this halfway through)
Week 3: Sculpt finished, low poly 3/4 done
Week 4: Low poly done, textures done

I'm thinking of maybe re-adjusting this schedule to downscope some, might have bitten off more than I could chew here. 💀

Reference board:

Wednesday, June 17, 2026

Sprint #3 - Common Art

For this sprint I finalized and textured quite a few props, starting off with a couple of the plants:


Here is how the plants look in UE:


I also made an additional prop this week, the trash/dinnerware return bin:


The trash bin has also been textured and has textures in UE:


Here is how the rest of the props look textured in UE:

Coffee machine (left), espresso machine (right)


Books


Bookshelves:


I also updated the pastry shelf this sprint, here is a before and after:


Here are my assets in the perforce source folder:


Books are all laid out on 1 UDIM, that's why the textures are only in 1 folder.


Monday, June 15, 2026

Portfolio 2 - Start

Main reference:


Shots of the current stage of the blockout in Blender:




Wireframe matchup with concept art:



UE camera angles/setup:




Schedule:
Week 1: Full blockout of the gun and it's parts/prep for Zbrush
Week 2: Sculpting in Zbrush, halfway through sculpt
Week 3: Sculpt finished, low poly 3/4 done
Week 4: Low poly done, textures done

Monday, June 8, 2026

Portfolio 1 - Final check

So... although I had planned on making a cool cubemap-based material for the phantom, it didn't turn out exactly the way I wanted. But, I did end up making a cubemap material and learned some tricks along the way for making it which was fun. It rotates around with the camera and the mesh itself, and is meant to have depth as well. 

Here's how the material looks in engine.

Here are my final renders in Unreal of the gun:






Here is how the final high poly came out:


Here is the final low poly, coming out to 27,184 triangles.


Wednesday, June 3, 2026

Sprint #2 - Common Art

 For this sprint I had a couple of tasks I worked on:

- Some set dressing for the level utilizing assets we currently have in engine.
- Polishing/finalizing some assets I had already made, including doing UVs for some. (Coffee machine, espresso machine, small/medium/large books, plant pots, rigged book,
- Baking any assets that needed baked normals.

Firstly, as of the time of me submitting this assignment, this is how the set dressing looks within the cafe. Huge shout to Alex for doing some set dressing as well, and a first pass on lighting! :]




Secondly, these are some of the assets I finalized for this sprint:



Machines before in engine:


Machines after in engine:


I also finalized and baked my small, medium, and large sized books for the shelves:


Here's how they look in engine with baked bevels:


Bookshelf models have also been finalized, here is how they looked in engine before and after. The bevels on these were not baked down since they are larger assets.

Before:


After:

Lastly, here are all of my assets in Perforce:


Portfolio 2 - Mid check

For this week I mainly focused on blocking out as many of the forms on the gun as I could. I've gotten most of the forms done, minus chu...