9/09/25

Week 3: Modular Environmental Creation Pt.2

 Part 2: Level Blockouts & More

    Continuing from last week, I've started to give a bit more detail to my modular pieces. More than anything, I've learned some important features regarding Unreal's blueprints. One of which changed my perspective as to what I'm capable of in Unreal Engine.

    Being comfortable enough to do my workflow in both Maya and Blender, I decided to make things quicker and stick to Blender.

Simple Blender boolean cuts

Working on some more emissives

Some simple In-Blueprint rotations


Simple level Blueprints (Pause, Escape, FPS)

Character movement Blueprints

Adding lighting and atmosphere


Screenshots

9/05/25

Week 2: Use of Basic Shapes

Basic Shapes/Blockout 

Starting off the basic shapes for Big Bad Wolf #7
Modeling and rendering done in Blender


The longer you stare, the faster it goes!

Reference #7 from Week 1

Mandated Perforce Submission

9/02/25

Project: Tempest's Hammer

 Tempest's Hammer 

  • 15k Tris
  • 1x 4K Map (Unreal Engine)







Week 2: Modular Environmental Creation

 Part 1: Starting Modular Assets

    For this part, I'm starting to learn how to create modular assets for the purpose of building environments modularly. I had to learn a lot more about Maya to create the base meshes.

I primarily come from a Blender background, so starting to get back into Maya was definitely a challenge for me. Glad to say, I learned a lot doing this project, in Maya, but definitely more in Unreal Engine.

Mannequin Import/Establish Scale In Maya

Building Proxy Objects In Maya


Creating Materials


Playing around with materials

Creating Prefabs With Unreal Blueprints


Beveling Our Edges


Beveling Our Edges

Beauty Shot 1

Beauty Shot 2

8/28/25

Week 1: Use of Silhouettes

Big Bad Wolf Silhouettes

Below is my submission for the silhouettes assignment. For my team, we were assigned to create some assets for a Red Riding Hood concept in the style of the Journey game's art style.

Drawing isn't my best skill, but I did my best. For submissions 5-8, I used ChatGPT (5) and ImageFX (6-8), as per the requirements of the assignment.

For these drawings specifically, I tried going for a mix of old European, Middle Eastern, and Gobi desert clothing. Something strange to fit our settings of a Zion desert at night.


Environment Ref

Ref Board

Lastly, I did my first push into Perforce, along with the appropriate changelog comments.

8/25/25

Week 1: Hammer Project

Here's my first sculpt starting at FIEA

Below are some render shots of the "Tempest's Hammer," Of course, done in ZBrush.

As well as the references

 

8/20/25

What got me into FIEA, I think...

It's not the prettiest works in the world, but it's what got me into the program.

Here are some of the media included, along with a direct link to the drive that was submitted.

1. American Education - Environment (Independent Research with Nicholas Hunter UCF)









2. BCD-15 - Prop Art (Art Challenge)



3. Bird Vessel - Character Model (Revenant: Through the Veil)



4. Daughter of Iron - Modeling & VFX 




5. Defenestation - Modeling & VFX

6. Tarkus - Sculpt



Refboard - Tarkus by Emerson, Lake, and Palmer


7. Depth Charge - Sculpt


8. Oil Dispenser - Practice




9. A Mace - Nothing more to be said


10. Knife - Childhood Memento