2/24/26

Part 2: Higher Res and Sculpting

     Part 2: Hi-Res & Sculpting


    Pushed Some additional detail using Sub-D in Blender, put it in ZBrush to make sure it'll hold up. Due to lead duties for Vertical Slice, and unexpectedly getting sick, it's not where I want it right now. Regardless, I'll continue on building detail in time for the next turn in.



Additional Blender Modeling

ZBrush Render

2/15/26

     Part 1: Block Out w/ Ref


    For the start of the hard-surface project, I decided to do the Smith & Wesson 625-6 Revolver, chambered in .45. I looked for as much reference and documentation as I could for realism. 


First Blockout
Unreal Render
Camera Match
Plasticity Render
Continuity Check (+1000 curves/sheets)
Ref Board

2/10/26

Part 4: Final Render

    Part 4: Final Render


    Finishing up the character, redid the sculpt, redid the topology, and made a rig and animation for it. Opened his mouth as well.


Unreal Engine Render
"Now do a silly one!"
Simple Animation
Simple Rig
Topology
Camera match with render
Iray Render
Final Bake
Reference
Some graphics (Illustrator)

2/03/26

Part 3: Topology and First bake

    Part 3: Topology and First bake


    Now starting to wrap up on the topology, I did a bit more sculpting and hard surface modeling.

Substance IRay Render
Blender First Pass Topology
UV Maps