Thursday, October 30, 2025

Week 10 - Protomeshing - 'D' Stage

Wireframe


Ambient Occlusion

Fountain UV's 
Tri Count: 2480

Chair UV's 
Tri Count: 796

Arch UV's 
Tri Count: 3584

Table UV's
Tri Count: 4008

Double Door's UV's
Tri Count: 2228

Bush Branches UV's
Tri Count: 1352






































Doric Column UV's

Tri Count: 1280


Results from Stage 'D' for Common Art. I UV'd eight objects and retopologized them to be game ready. After working on all the models, I updated them in Unreal Engine from where I initially had my proxy models. Proof of submission under source file in Perforce. I put each object in their own file under Work_In_Progress to easily pull into engine.


Tuesday, October 28, 2025

Cannon Project Part 2 – Creating High Resolution Geometry in Maya (Up Resing our model)

 






Final shots of high res model in ZBrush. Had to divide the bombs and metal parts of the cannon to achieve the right amount of smoothness.
UV's in Maya before creating high res model.

Thursday, October 23, 2025

Week 09 - Initial Block Out - 'F' Stage



 

For the Medusa project, I created a total of 14 assets to be populated throughout the entire area. Each object is around 4,000-15,000 tris in total. Manny model is off to the side to show scale. Image included at the end to show proof of submission through Perforce.

Wednesday, October 8, 2025

Week 07 - Let’s Make It Stick

Medusa environment in Cricut being layout to be turned into stickers. I created four in total to give out to Nick, Cheryl, and Nitin.

Final Result after printing.


Tuesday, October 7, 2025

Module 2 Week 07 (Simple Crate and Barrel)


Final solo render of Wayfinder Dragon chest.

Turnaround of chest in Unreal Engine 5.

What textures look like in Substance Painter.

Textures imported in from Substance Painter and connected to material.

Monday, October 6, 2025

Animation State Machines


I imported assets from Mixamo. Three of them were animations of an idle, run, and dance I used for the previous tech art assignment. 


I made an animation state machine starting with the idle to walk, run, and dance back to idle.























I reincorporated blueprints used as a layout for my own animation state machine. I made sure to add logic so that movement would know when to switch. I would press left shift to run and the E key would trigger the dance sequence when pressed.











These were all the files used to create the animation state machine.



Last step I did was to name the GameMode to what the blueprint of the Mixamo character created for the animation state machine.













Proof of submission through Perforce.

Thursday, October 2, 2025

Week 06 - Use of Composition


 Final composition of Medusa environment of the exterior entrance to her garden/shop. Followed rule of thirds for composition layout.

Final Industry Review Stylized Cannon and Medusa Environment & Props

Beauty Shots Asset Zoo Materials of Grass and Hedge References from Overwatch Stylized Cannon Unreal Engine 5 Renders ZBrush Renders Wirefra...