Part 2: High Poly & Bake
For this next part, I bring the model into ZBrush and Substance to get my first test bake.
9/30/25
Week 06: Module 2 Static Mesh High/Sculpt
9/29/25
Game Animation: UE5 Retargeting
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.
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
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
Timelines & Triggers using Blueprints
9/11/25
Week 3: Use of Value and Contrast
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 |