Monday, September 28, 2026

Barrel Final


    Reworked my UVs so they're laid out a bit better. 

    I spent some time hand-painting some highlights and shadows into the textures. I also ran into weird issue where I think when I made my polygroups in ZBrush, it didn't make them super cleanly so there was some weird artifacting that showed up in my textures because the color ID map had specks of colors where it should have been one solid color. So I just went into MS Paint and cleaned up the colors to be uniform and reimported it to substance.

    I also made a fancy lighting scene in Unreal to match the lighting to the reference photo as closely as I could. And I figured out how to make a super simple primitive rotator blueprint.

 
 


reworked my UVs and laid them out to be more organized and have better texel density
super simple rotator BP




 

Saturday, September 26, 2026

Basic Rigging

Thank you Harrison for teaching us how to do rigs <3

I don't know if my joint orientations are set up correctly, I tried to follow what I could see but I was having trouble wrapping my head around how they needed to be oriented in 3D space.

I generally just followed the hierarchy and structure I saw in the Zangief file but used circle controllers instead of boxes cause I think it looks cleaner. 





Monday, September 21, 2026

Barrel Game Rez Mesh

 ~12k tris, got first bake on it. Will adjust some minor bake errors if needed.

 

     

 

Thursday, September 17, 2026

Rougarou Blockout

 

For this blockout, I was thinking about what forms I would want to be there if I were sculpting over this for a highpoly. I added the specific forms and definitions I thought would be helpful for someone to look at the model and understand what should be pushed and defined more.

Tuesday, September 15, 2026

Basic Lighting and Materials

    I wanted to light my scene to look kind of like the morning sun. I adjusted the color temp of the directional lighting and increased the intensity of the indirect lighting from the skylight. I also made a post processing volume to add lens flare, adjust color temp, darkened and colored the shadows to be cooler, and played with the saturation a bit. 


    On the lamps, I adjusted the materials to have the glass be emissive and added point lights inside them to make them glow. I also added some subtle lights outside of some of the windows the enhance the light coming in from outside.

    For the Fantasy House Props, I added these two vases and made a master material with a random base texture from the project file and then in the material instances adjusted the color, roughness, and metallic to make one look like clay and the other look kind of like glass. 


    Lumen is enabled and auto exposure is off! 

 

 References:


 

Monday, September 14, 2026

Tuesday, September 8, 2026

Tech Art HW2

    I had a lot of weird trouble with this project, so I unfortunately didn't have time to make the scene as fleshed out as I had hoped. Unreal had some issues loading in certain assets from asset packs correctly so they could be submitted with the version control stuff.

    For this super simple scene, all of the man-made assets were migrated from the fantasy house project and then the rock and grass are from a graveyard asset pack from the FIEA library on Epic. 

 



Monday, September 7, 2026

Crates and Barrels Blockout

    Here are my shots for my blockout for the barrel I chose to model. I know the topology is pretty gross on some pieces but I wanted to give it enough topology to bring it into ZBrush later and not have any weird faceting. I also made a super simple wireframe material to use for my wireframe shot in Unreal.

 
Reference Image

 
 
Unreal Wireframe Material




 

Orb Bridge High/Game Res

     Maya deserves death for spaghettifying my UVs and then refusing to open files that it previously had no issue loading.   UVs look gross...