6/30/26

Part 3: Texturing and Simulation

         Part 3: Tex and Sim


    Done modeling, got some early textures and experimenting with the cold head nitrogen release sequence. Testing out some methods how I could do the smoke, flipbooks, animated texture arrays, or openVDBs. Substance painter recently updated and broke everything to no one's surprise, so I had to restart multiple times.


Good program 👍
Flipbook
Texture Array (GIF)
OpenVDB (Physical Smoke)
Material First Pass

6/23/26

Part 2: Hi-Res and UVs

        Part 2: Hi-Res and UVs


    Haven't got to a first bake yet, but I'm practically already there, using the CAD refacet, I was able to get down to 21k as a first pass without any effort. Making good progress. 

Plasticity Viewport
Blender Viewport

6/15/26

Part 1: Blockout

       Part 1: Blockout


    Starting work on the Siemens MRI Machine, getting a quick blockout of the scene just to get some early scale

UE5 Blockout

6/09/26

Part 4: Renders

        Part 4: Renders


    Sneak peak of the cinematic. And Plasticity renders.



UE5 Render
Final Plasticity Pass
M-777 Howitzer Ref Board

6/02/26

Part 3: Baking and Materials

       Part 3: Materials


    Finally getting back into it, for this part, I wanted to begin with my first bakes and textures, just to get a better feel of what the final model might look like.

Did some bevel shader baking from Marmoset to Painter, it came out pretty nice.

UE5 Render

Plasticity Progress

MMT Bevel Shader

M-777 Howitzer Ref Board