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

9/29/25

Game Animation: UE5 Retargeting

  Basic rigging in Maya and Blender

Continuing on with rigging, for this assignment, I made multiple retargetted animations using some of Mixamo's rigs. The worm and the explosion.

We like to have fun around here (occasionally)

The worm

File directory in Perforce

9/26/25

9/22/25

Basic Rigging

 Basic rigging in Maya and Blender

In this TechArt assignment, I show a rig that I made for both Maya and Blender. Had a little bit of trouble with the skin weights in Maya, but it should be good. I used the M_Brute model for this.


Blender Rig
Posed
Rig in Maya
Bone Heiarchy

Week 05: Module 2 Static Mesh Pipeline

 Part 1: Mesh Blockout

    Starting a new module for week 5. For this week, I'll be recreating the Epic Ruins chest from Wayfinder. 


Reference (clickable)

Blockout
Turntable
Sub-D Levels

9/18/25

Week 4: Use of Basic Lighting

 Basic Lighting 

Final round of design prototyping, basic lighting for this one



Mandated Perforce Submission

9/16/25

Week 4: Modular Environmental Creation Pt.3

 Part 3: Sculpting & Sequences

    For the last part of the Modular Environmental Creation assignment, I decided to start all over again, as I had a better understanding of the workflow.


Walk around and sequence

Sculpting & Environmental References
BPR Render
Importing with Nanite
 Sequencer setup
Circular Array practice
Grid and Pattern Array practice
Using the Complex Door Blueprint in other applications 
Accurate rock physics using Convex Decomposition Hulls

Timelines & Triggers using Blueprints

Dynamic Material Blueprint Practice
This is the first assignment I'm posting on here from my TechArt class. 

I wouldn't touch that if I were you!

Material setup with a "Turmoil" Scalar Parameter

The Blueprint to match. Controls the "Turmoil" Parameter (0-1) by receiving the "G" input on keyboard. Along with some accent spotlights for presentation.

9/11/25

Week 3: Use of Value and Contrast


Gradients and Values 

Two admissions for the RED this week. In this round, I created a breakdown of 3 characters, starting from line art, building out the values, then finalizing with gradient maps

Gradient Maps
Values
Line Art

Mandated Perforce Submission

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