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

5/25/26

Part 2: Early Simulation

       Part 2: Early Sim


    Unfortunately, due to unforeseen circumstances, I am a bit behind on the model right now, I'm not worried as I will be compensating this loss for part3 . Thankfully, not all is lost, I made some progress in other areas. I created the early prototype for the firing simulation within Houdini. I plan to setup an entire animation within UE5 using the alembic pipeline.




M-777 Howitzer Ref Board

5/18/26

Part 1: Blockout

      Part 1: Blockout


    This project is significantly more difficult than the Hubble Telescope, so I really have to make sure my forms are strong from the start. By now, I'm pretty married to the CAD workflow, I've been able to model 3x quicker than I would even at full speed on Blender.
 By now my pipeline is near instant, I don't even have to export anymore.

UE5 Render

Plasticity Blockouts

Blender Scale
M-777 Howitzer Ref Board