Friday, August 29, 2025

Week 01: Inanimate Object


    The concept here was to animate a simple object that interacts with the environment. I decided a fun way to convey that would be a ball bouncing on a bunch of trampolines - the purpose here was to practice my ability to translate gravity with bounce, squash, and stretch.


Animation



Week 01: Silhouettes

Dropped into Perforce





References




Concepts



Saturday, August 23, 2025

Week 01: Axe Sculpt

Concept

   I found this awesome axe concept from Sven Bybee, found here: Reference Post




Blockout + SubD Modeling

    I have begun the first stage of my Axe! I prefer working with primitives in Maya given that the concept has multiple smaller details. Using subdivision modeling techniques, I've gotten a near-1:1 base ready to be sculpted on. 

(There are minor shapes not included in this blockout, as I believe they'll be easier to form in ZBrush.)








ZRemesher

    Once I imported the blockout into ZBrush, I used ZRemesher to clean up the topology of each subtool. Doing this allows for better subdivisions and control while sculpting.








Adjusting Primary + Adding Secondary Details

    Keeping my subdivisions low, I use the move and damian standard brushes to get some recognizable detail going. I'm not worrying too much about fine detail at this stage.








Finalize Tertiary Details

    After I'm happy with the shape of the prop, I begin adding those finer, tertiary details. I make sure to keep some areas smooth and some areas sharp for the sake of variation and visual interest.




Final Sculpt Renders

    Some BPR render shots captured in ZBrush.






Friday, August 22, 2025

Some of my previous work!

(Most recent to oldest)


"Norse Chest"

Full Pipeline Prop
Time Estimate: ~48 Hours


    The purpose of this project was to push myself to get through the full 3D pipeline as quickly as possible. I wanted to experiment with creating alphas in Photoshop to project detail back into ZBrush in order to save time, as I want to optimize my workflow. I think some of the sculpting (especially in the wood grain) lacks due to the crunch I imposed on myself, yet I'm satisfied with the overall quality given the time spent. 

 













"The Last Acolyte"

Character Sculpt
Time Estimate: ~4 Days


    This was my first character sculpt! I don't come from a traditional background, so a lot of my time was spent studying body anatomy. The "skirt" had minimal sculpting, I instead used gravity simulation to get a basic shape and touched it up in areas that didn't conform to the rock. Using Proxy Pose was a lifesaver here, because I was having trouble attempting to rig the sculpt.

 














"Ruins"

Environment Test
Time Estimate: ~1 Week


    The focus here was less on the environment itself and more on the materials and composition. I learned a ton about Substance Designer and Nanite for Unreal. I do think I need a little more practice making modular kits, but this was largely to practice my material/texturing. (Very, very inspired by Altus Plateau in Elden Ring!)









"Stylized Crossbow"

Full Pipeline Prop
Time Estimate: ~5 Days


    This was my first time working from a premade concept! I think I largely captured the idea of the original artwork, albeit with a few scaling/proportional mishaps. I tried to keep a stylized aesthetic without going the full unlit handpainted route, instead trying to maintain the PBR workflow into the texturing of this prop.


 Concept:


Result:










"Runic Sword"

Full Pipeline Prop
Time Estimate: ~3 Days


    This was my first time trying my hand at an art challenge. This one, "Swordtember," was particularly difficult for me because I hadn't done handpainted textures before. I used 3DCoat because it was recommended to me for this workflow. A lot of my time was spent reiterating my design/texture until it hit that WoW/LoL look. I had a ton of fun on this one!

 






"Stylized Forest"

Small Environment
Time Estimate: ~1 Week


    I was pretty limited on this project due to not knowing enough about Unity (I was a total beginner at this time) and general time constraints. This was an assignment in my game production class, and I had about a week to put it together. Overall though, I think it was a great breakthrough into Unity for me.