Wednesday, June 17, 2026

Sprint #3 Delivery

Seeing how a few of the textures/materials look in engine











  

Perforce Submission






















































    For this sprint, I focused on several tasks that ranged from modeling, texturing, and implementation. I updated a few meshes that required more density, including the lights, round table, coffee cup with lid, and the booth. I then completed the texturing for all seating, tables, and the majority of the light fixtures. Finally, I imported the booth and rectangular table textures and their associated materials into UE5. I also uploaded a custom wood texture to Art Source so that the other artists can use it for other models throughout the scene.

Monday, June 15, 2026

Portfolio 2 Start

    After some trial and errors, I had to completely retopologize the Fish Hut due to baking and performance issues. I was able to reduce the low-poly mesh from approximately 180,000 triangles down to 90,000 triangles across 105 individual meshes.

Because the retopology process was more time-consuming than anticipated, I was unable to complete the UV mapping and texturing stages as originally planned. Moving forward, I plan to spread out the remaining tasks to allow enough time to properly finish the environment.

This experience highlighted the importance of breaking down my workflow more thoroughly during pre-production so I can better anticipate potential technical challenges and adjust my schedule accordingly.


Schedule Project 2:

  • June 23rd: Sculpt rest of environment (beach landscape, rocks, bones, and palm tree). Roll over of UVing the fish hut.
  • June 30th: Hand-paint the environment assets and complete UV's in Maya. Roll over hand-painting fish hut.
  • July 7th: Polish water shader. Finalize and import 2D parallax planes into the background.
  • Stretch Goal: Sculpt the two cat characters.

Monday, June 8, 2026

Portfolio 1 Week 4 End

ZBrush Renders






Original Concept Art



   
I was able to knock out the rest of the sculpt for the fishhut. Only minor touch ups remain for the ladder and beam that hold onto the fish. This next sprint, I'll be exporting it out of ZBrush for UV's and some retopo. Afterwards, I'll send it to Substance Painter for a first bake and basic textures/color to see how everything looks.


Schedule Project 2:

  • June 16th: Bake maps and hand-paint the main fishhut in Substance Painter.
  • June 23rd: Sculpt rest of environment (beach landscape, rocks, bones, and palm tree).
  • June 30th: Hand-paint the environment assets and complete UV's in Maya.
  • July 7th: Polish water shader. Finalize and import 2D parallax planes into the background.
  • Stretch Goal: Sculpt the two cat characters.

Wednesday, June 3, 2026

Sprint #2 Delivery

Pass of Lighting Scene in UE5




Asset Lineup in Maya




There were errors initially with some of the lights that I fixed by unlocking normals (Thanks Eggsy!)






































Perforce Proof of Submission of Work Files



















     
    To more accurately represent the area and enhance the environment's overall scale, I used Maya to change the proportions of the couches, booths, and chairs. Additionally, I made a few of new items to give the coffee shop more visual interest and clutter, which made the area seem less empty and more populated.

    I started positioning the revised objects throughout the scene after importing them into Unreal Engine 5. In order to account for the outside light that will come via the windows, I created a lighting pass on the interior area, slightly decreasing the brightness and a little warmer. After the external lighting is in place, more changes will be required for the interior lighting.

    Before setting up the lighting, I utilized the mood and lighting board that was made at the beginning of the project as reference. My goal was to present a cozy, inviting coffee shop atmosphere while maintaining aesthetically pleasing lighting that improves the scene's overall design.

Monday, June 1, 2026

Portfolio 1 3rd Critique

Sculpt in ZBrush

Water Shader in UE5


































      This past week, I made significant progress on the area around the fish hut. I was able to make a water shader by following Kacey's video tutorial on YouTube. In the future, I want to further modify it by using ZBrush to sculpt and build a styled wave texture in place of the existing wave normal map.

    Additionally, I'm making good progress on the fish hut's ZBrush sculpt. I want to finish the sculpt this week so that I may use the remaining time in the project schedule for texturing/rendering during the last sprint.

    I'll be reducing the project's scope and concentrating only on the fish hut rather than the surrounding environment in order to make sure I fulfill the deadlines next week.

Sprint #3 Delivery

Seeing how a few of the textures/materials look in engine     Perforce Submission      For this sprint, I focused on several tasks that rang...