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

1/27/26

Part 2: Pushing Sculpt and Details

   Part 2: Secondary and Tertiary


    Pushing more details and experimenting with possible textures.

Rendered in ZBrush
Reference

1/19/26

Part 1: Character Primary Forms

    Part 1: Character Blockout    


    Starting a new module, here's the blockout. Concept by Lost Bear Studios. 


Primary Forms
Camera Match
ZBrush BPR 
Reference

11/25/25

Week 14: Trebuchet Pt.6

               Part 6: Final Display


    Finally, this is the end. Here are the beauty shots, breakdowns and passes for my Trebuchet. 

Final Tri-Count: 11.9K

UE5 Beauty Shot
UE Breakdown 1
UE Breakdown 2
Infinity Plane Shot
IRAY Transparent
IRAY Background
Texture Pass Gif
Reference 1
Reference 2

11/04/25

Week 11: Trebuchet Pt.3

             Part 3: Iterating to sculpt


    For this part, I noticed a lot of scaling problems when I started sculpting in ZBrush. I went back and completely remade the mesh, keeping as close to real scale as possible. Then, I built each piece to be Sub-D friendly so I can work with subdivisions in ZBrush.

Model 1 ---> Model 2
Swap
ZBrush Render