9/30/25

Week 06: Module 2 Static Mesh High/Sculpt

 Part 2: High Poly & Bake

    
For this next part, I bring the model into ZBrush and Substance to get my first test bake.


High Poly

Low Poly (12.5K)

UVs

Using Smart Materials to test bake

Untextured bake

Material test

9/29/25

Game Animation: UE5 Retargeting

  Basic rigging in Maya and Blender

Continuing on with rigging, for this assignment, I made multiple retargetted animations using some of Mixamo's rigs. The worm and the explosion.

We like to have fun around here (occasionally)

The worm

File directory in Perforce

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.


Blender Rig
Posed
Rig in Maya
Bone Heiarchy

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



Mandated Perforce Submission

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

Sculpting & Environmental References
BPR Render
Importing with Nanite
 Sequencer setup
Circular Array practice
Grid and Pattern Array practice
Using the Complex Door Blueprint in other applications 
Accurate rock physics using Convex Decomposition Hulls