1/27/26

Part 2: Pushing Sculpt and Details

   Part 2: Secondary and Tertiary


    Pushing more details and experimenting with possible textures.

Rendered in ZBrush
Reference

1/19/26

Part 1: Character Primary Forms

    Part 1: Character Blockout    


    Starting a new module, here's the blockout. Concept by Lost Bear Studios. 


Primary Forms
Camera Match
ZBrush BPR 
Reference

11/25/25

Week 14: Trebuchet Pt.6

               Part 6: Final Display


    Finally, this is the end. Here are the beauty shots, breakdowns and passes for my Trebuchet. 

Final Tri-Count: 11.9K

UE5 Beauty Shot
UE Breakdown 1
UE Breakdown 2
Infinity Plane Shot
IRAY Transparent
IRAY Background
Texture Pass Gif
Reference 1
Reference 2

11/04/25

Week 11: Trebuchet Pt.3

             Part 3: Iterating to sculpt


    For this part, I noticed a lot of scaling problems when I started sculpting in ZBrush. I went back and completely remade the mesh, keeping as close to real scale as possible. Then, I built each piece to be Sub-D friendly so I can work with subdivisions in ZBrush.

Model 1 ---> Model 2
Swap
ZBrush Render

10/29/25

Projecting Out Past Graduation

 Projecting Out Past Graduation, Questions:

1. If you could project out past graduation, what is your overall career goal?

• What are your three optimal jobs in order?

1. Contracting, something like ASquareGames
For instance, in a contracting company like ASquareGames, the company does a multitude of contracts in a variety of environments. They do diverse work for industries like medical, military, education, entertainment, urban development, and more.
2. Milsim, or some form of industrial simulation, think Lockheed or Qubic
3. Instructor, professor/teacher of some sort, either in undergraduate or high school. 

• Would you like to work in AAA game development?

Absolutely not. Not practically, nor theoretically, I don't see the entrepreneurship in it, and it seems to be very constricting. To my knowledge, it doesn't seem to be financially viable either, as opposed to more industrial positions outside of games.

• Would you prefer a midsize team?

I'd say so, I work very "personally", the bigger the team, the less agency amongst members. Unless the team is so big that a mini-team forms.

• Would you like a smaller team?

Yes, if I'd prefer a tight-knit team. It's binary with me, either it's a massive team or a little team.

• Would you like to be on an Indy team?

Yes, mostly as a side job, as I do want to work commercially.

• Would you like to work for a simulation company?

This is what I want to do.

• Would you like to work in the theme park industry?

If I can, that would be cool.

2. If you could project out into starting your career, what sounds the most appealing to you?

• What are your three optimal jobs in order?

1. Freelance Contracting (possibly with a company), a job where I can use my skills for a plethora of applications, not necessarily only entertainment like games and movies.
2. Hard surface/CAD Modeler for an industry such as military, medical, or manufacturing.
3. Instructor, professor/teacher of some sort, either in undergraduate or high school. I'm open to even creating my own curriculum/school.

• Would you like to work as a Character Artist?

Only for fun, to be honest

• Would you like to work as an Environment Artist?

Hard Yes

• Would you like to work as a Hard Surface Artist?

This is my absolute goal, one way or another

• Would you like to work as a Weapons/Prop Artist?

Hard Yes

• Would you like to work as a Vehicle Artist?

Didn't know this was a thing, but yes, as well.

• Would you like to work as a Lighter

If I got good at it, yes

3. What are some of the top companies that you are interested in working for?

EA Blizzard, Ubisoft, Nintendo, Iron Galaxy, etc.

Any company attending ITSEC, my main goal is to work for a contracting company similar to ASQUAREGAMES. For now, I believe I want to work at Lockheed as a graduation goal. On the side, if possible, I want to work in an indie company to always have a foot in the entertainment industry.

10/27/25

Week 10: Trebuchet Pt.2

  Part 2: Pushing High-Res


    Continuing on with the asset process, for this part, I added a few finer details to certain areas of the Trebuchet. After doing some UV work, I pushed it to ZBrush to make sure these early stages go smoothly. Because this model is so big, I need as much texel density as possible. I simply mirrored the UVs on the separated side pieces.

BPR Render
Wireframe
UV

10/23/25

Big Bad Wolf: Full Character

 Big Bad Wolf Character


    Here is the Big Bad Wolf for the RED Interactive experience in the Journey art style. Low poly made in Blender and Z-Brush, sent to Painter for texturing, and lastly into Unreal for material setup.