This week I was tasked with creating a hanging wall shelf and texturing the Laptop Bag for one of the characters!
Wednesday, June 17, 2026
Wednesday, June 3, 2026
WIP Character Props - In Plain Sight
This week I was tasked with creating some character props for our main characters, being a heart key chain, laptop bag, and backpack! We'll be doing all texturing in-engine with material creation, so I'm showing off only the high-res work I've done. (I did however texture the keychain, because it needed a custom texture)
Perforce Proof
Key Chain
Laptop Bag (WIP)
Backpack (WIP)
Tuesday, June 2, 2026
Tuesday, May 26, 2026
Summer Project: Japanese Ravine (Part 2)
Not tons of progress this week, but I did get around to making some decent sculpts for the ravine cliffsides:
Sculpt Render
I plan on continuing with these sculpts, as some of the faces feel too blurry to me, and some of the cracks appear a little unintentional.
Wednesday, May 20, 2026
Proxy Meshing - In Plain Sight
For this first sprint I focused on making some of the core architectural forms for the Cafe, such as the pillars, windows, walls, and door/doorframe.
Screenshot
Perforce Proof
Tuesday, May 19, 2026
Summer Project: Japanese Ravine (Part 1)
References and Research
Rather than working from an original key concept, I'll be relying on real-world referencing to maintain consistency throughout the project. I've mapped my images to seven major pillars of focus.
I've found two 80LV articles that I believe will provide a lot of useful insight on how I ought to tackle this project.
Schedule
[For Part 1, I'd like to focus on getting the terrain, foliage, and atmosphere fully developed through the pipeline]
(5/19) Blockout - Main environment blocked out in Unreal. Temporary lighting solution has been setup, with finalized camera composition.
(5/26) High Res Sculpts - High-fidelity detail has been sculpted in ZBrush, with strong Primary, Secondary, and Tertiary forms present in all assets.
(6/02) Retopology and UVs - Creating low-res topology for each prop, including creating custom LODs to follow an optimized, game-ready pipeline. All assets are prepped for texturing.
(6/09) Texturing and Rendering - High quality textures with ample layering, as well as Vertex Painting and Blending set up in Unreal. A more finalized lighting approach has been completed.
Rough Sketch
Blockout in Unreal
Sunday, May 3, 2026
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