Tuesday, May 19, 2026
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:

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.
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.
Sunday, May 3, 2026
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:



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.
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:
- 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
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):
- Texture references gathered
Monday, April 13, 2026
Final project pt. 1 - Planning/Blockout
Here's the wireframe of the gun, some parts are lower poly than others at the moment as I jumped forward into the high poly a bit, the triangle count is just over 55k.

Shot w/o wireframe:

Here is how the gun looks while overlaid over the concept art:

And additionally the gun scaled with Manny:

Here is my reference board so far:

Shot w/o wireframe:
Here is how the gun looks while overlaid over the concept art:
And additionally the gun scaled with Manny:
Here is my reference board so far:
Last but not least.... this is my project plan written out:
Week 1 (7th -14th):
- References gathered and ref board started
- Blockout finished
- high poly started (not using Zbrush, will be using mainly Blender to add bevels and subdivs)
Week 2 (14th - 21st):
- Texture references gathered
- High poly finished
Week 3 (21st - 28th):
- Low poly done
Week 1 (7th -14th):
- References gathered and ref board started
- Blockout finished
- high poly started (not using Zbrush, will be using mainly Blender to add bevels and subdivs)
Week 2 (14th - 21st):
- Texture references gathered
- High poly finished
Week 3 (21st - 28th):
- Low poly done
- UVs done
- 1st bake made
Week 4 (28th - 30th) quarter week:
- Texture polish if possible
- Renders made
- 1st bake made
Week 4 (28th - 30th) quarter week:
- Texture polish if possible
- Renders made
Monday, March 2, 2026
3D - Hardsurface pt. 3
For this last chunk of the project, I worked on making alphas and setting up some areas of the gun for the engravings I wanted to make. Unfortunately I didn't get as far as I would have liked with the engravings, so I likely will continue later on, ideally with some stencils of my own as well. For this section I utilized stencils of cybersigilism tattoos online, making alphas from images I gathered in order to save time. Additionally, I've fixed most of the shading/pinching issues I had in the last turn in.




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