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.






10/21/25

Week 9: Trebuchet Pt.1

 Part 1: Trebuchet Blockout


    For the Cannon project, I decided to do a different model, a Trebuchet. Here I build the assets to start the pipeline with proxy models.

Unreal Render
Wireframe


Main Ref
Ref Board











10/08/25

Stickermaxxing

   Making stickers using Cricut


    I made some stickers using previous turn-ins for Common Art. I printed the value illustration, colored illustration, milestone model, and an extra rendition of the Big Bad Wolf. All made in Photoshop.

Cricut Layout

Physical Stickers

10/07/25

Game Animation: Retargeted State Machine

 Retargetted State Machine

Using State Machines, I created this retargeted animation blueprint, which uses different animations based on input.

Week 07: Module 2 Static Mesh Final

  Part 3: Textures & showcase


    
For the last part of module 2. I finalize textures and render them out for presentation. I went back to my low-poly and was able to reduce it from 12.5K to 8.6K. I also fixed up the UVs.

Unreal Render


UV Layout
Star Chart generated via ImageFX
Star Chart generated via ImageFX


10/03/25

Week 6: RED Environmental Concept

  RED Outworld Teleporter

Concept of how teleporters look in the world, allowing the ability to traverse the old world at the blink of an eye.

9/30/25

Week 06: Module 2 Static Mesh High/Sculpt

 Part 2: High Poly & Bake

    
For this next part, I bring the model into ZBrush and Substance to get my first test bake.


High Poly

Low Poly (12.5K)

UVs

Using Smart Materials to test bake

Untextured bake

Material test