Wednesday, June 17, 2026

WIP Character Props (pt2) - In Plain Sight

    This week I was tasked with creating a hanging wall shelf and texturing the Laptop Bag for one of the characters!


Perforce Proof


Laptop Bag (finished)


Hanging Shelf (finished)




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

Summer Project: Japanese Ravine (Part 3)

 Jumping into SpeedTree!

    This is my first time using SpeedTree, but I'm excited to learn how to use the software because I know how powerful it can be for foliage creation. Most of this week was spent experimenting inside of the tool, but I feel much more confident having played around in it the past few days.


Engine Test




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.

    (5/26High 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.

    (6/09Texturing 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