Saturday, September 6, 2025

Modular environment creation part 2

Throughout the process for part two, I decided to change up the design of my kit from part one to try and add more variation, as well as make the pieces fit better. Beginning part two, I made some cuts and gouges into my shapes that I made in part one:




After importing my cut shapes into Unreal and updating the meshes I had before, I created an emissive material, a rotation blueprint, and some additional code for the level blueprint:

Emissive material:


Rotation blueprint:



Level blueprint:


Then I set up the max walk speed/jump height for the player character:



After finishing up editing the blueprints, I set up the lighting and atmosphere for the level, as shown here:




Here are my final shots!








Thursday, September 4, 2025

Basic shapes assignment

For my blockout in Zbrush I decided to combine both elements that were circled on my silhouette printouts, aiming to combine what were the most wanted elements of each design. I adjusted the cloak's design in Zbrush, aligning it more closely with the Journey art style by simplifying it down to an overall cone shape, rather than having a cut down the middle that would have separated it partly. Here is my sheet:

Additionally, these are my files in perforce:



Saturday, August 30, 2025

Modular environment creation part 1

To start off the project, I established my scale in Maya using Manny and a cube primitive. I adjusted the scale settings in Maya to work in meters rather than centimeters, as I prefer to work in meters.


Moving onto the modeling stage, I blocked out the basic shapes for the primitives I would need for the environment.

After this, I then exported my primitives into Unreal, and then set up their materials and blueprints.



After setting up my blueprints I then went back into Maya and beveled the edges of my primitives, then reimported them back into Unreal.



Finally, here are my final renders for part one:



Thursday, August 28, 2025

Silhouette assignment

For my silhouette assignment in Common Art my team decided to do Red Riding Hood, but specifically in the art style of Journey. While working on ideas for silhouettes I decided that I wanted to deviate from the classical wolf, giving a few twists on it.

This is my silhouette sheet, following along with the art style of Journey, I attempted to utilize simple shape language, making sure that I wasn't overloading the detail of each silhouette. The four themes I went for were: traveler, shepherd, eldritch, and cute. Rather than appearing as just a regular wolf, the character would either be more of a trickster.... say by being cute enough to lure red riding hood, or would outright be a horrifying beast beyond comprehension that terrifies her.



Below is my Pureref board I made that has my themes within it:


Additionally, this is my Pureref board and PSD file in perforce:

Monday, August 25, 2025

Hammer Project Post

 I want to start off this blog post by noting that I unfortunately do not have progress renders currently saved to use on this post. Most of my quick saves are at home that actually show the progression of my sculpt.













But anyhow, this is my final sculpt! I utilized the same base hammer as Zuccarello created in his video, and for detail sculpting I chose to make the handle more wooden looking, and attempted to make the straps look as similar to leather as possible. The head of the hammer is supposed to resemble stone, with engraving designs I made my own. Here are some of the references I used:






Modular environment creation part 2

Throughout the process for part two, I decided to change up the design of my kit from part one to try and add more variation, as well as mak...