3/30/26

Part 3: Vertex Paint Materials & More

      Part 3: VPMs & More


    Chipping away at the next steps for the environment, started doing Vertex Painting Materials, specifically for the edge dust. I've got the system set up, now I just need to make more of them to blend more corners. Adjusted the lighting, started implementing trim sheets, and started laying out tillable materials. Looks rough, but Rome wasn't built in a day! (Note: This is not Rome)


Vertex Blending
More Blending
VBM HLSL Graph
Setting up tilling

Reference (Flagler College)

3/24/26

Part 2: Trim Sheets & More

     Part 2: Trim Sheets & More


    Continuing, I went back and improved the trim sheet, giving it a second pass. I also made 5 (+1) materials in Designer for some of the textures in the environment.


Trim In Engine
Early GameRes

Dete Trim Tool Designer (Connects graphs and sections for trim sheets)

Materials/Trims In Engine
Trim Sculpt
Map Passes
Reference (Flagler College)

3/16/26

Part 1: Environmental Tiling and Preperations

    Part 1: Env. Tilling & Prep


    Starting off the environmental module, creating this scene from a picture I took while I was exploring Flagler College, in St. Augustine. Simple, but I want to capture the composition of the original reference. 

In-Engine Scene Blockout and Lighting Blockout
Practicing making simple Trimsheets/Tiled Textures (1024 Res)
Blender Scene 
Camera Match
Reference (Flagler College)

3/11/26

Mid Semester Resin Print

       Mid Semester Resin Print 


    This is my first time ever printing resin, so I didn't want to do anything too complicated, just the Croc from previous turn ins. Shout out to Josh for helping.




Chitubox Viewport

3/03/26

Part 3: Final Sculpt

      Part 3: Final Sculpt


    Final sculpt for the 625 S&W. All shots rendered in ZBrush.


Blender