Tuesday, February 24, 2026
3D - Hardsurface pt. 2
For this section I finalized some parts on the gun and added a couple of new ones, as well as added more detail to the cylinder. I then took it into Zbrush and used a mixture of creasing, subdivision, dynamesh, and polish to try and give it micro bevels. The alphas stamped on there are just testing to see if they would work, and what tweaking I may need to do in the future. I would like to do some form of a floral engraved design.


Monday, February 16, 2026
3D - Hardsurface blockout
For this project I decided to utilize a tutorial from a guy named Tim Bergholz (aka Chamferzone). He creates what looks to be a more tactical/modern version of a 357 magnum. I followed what he created for the most part, but kept some parts more basic in order to make sculpting on the gun easier. He also creates attachments for the gun in the video, such as a picatinny rail on the top, I also elected not to make that.
Here's how my blockout has turned out so far, some things are still a rough blockout, and the cylinder is still missing some detail, but most parts are solid.



These are also some of the references that were provided, with exact measurements as well:


Here's how my blockout has turned out so far, some things are still a rough blockout, and the cylinder is still missing some detail, but most parts are solid.
These are also some of the references that were provided, with exact measurements as well:
Monday, February 9, 2026
3D - Textures/Final Renders
After learning quite a bit last week from Nitin's lighting workshops, I decided to apply that work to my renders of my wasp boio for this round. I also made a easy post process material for this round that creates an outline around the mesh. Here are my final shots:



Here's a shot in completely neutral lighting as well:

And here's a shot using Painter's Iray:

Here's a shot in completely neutral lighting as well:
And here's a shot using Painter's Iray:
Monday, February 2, 2026
3D - Low poly/UVs/First bake
For this stage, I began by retopologizing the wasp. I first began by breaking parts of the high poly into different pieces, separating the main body into 3 chunks, as well as separating the legs, horn, wings, and eyes. After that I went in with the Retopoflow addon in Blender and created my low poly. In total, the low poly ended up at ~11k triangles. Here is the wireframe:

After I finished my low poly, I moved onto the UVs, and had to redo them several times, as I had to fix bake errors and texel density issues. These are how my UVs came out, with 71% of UDIM space utilized:

And this is my bake result:



After I finished my low poly, I moved onto the UVs, and had to redo them several times, as I had to fix bake errors and texel density issues. These are how my UVs came out, with 71% of UDIM space utilized:
And this is my bake result:
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