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