Monday, July 27, 2026

Sunday, July 26, 2026

Final Delivery

Final Render Unreal Engine 5




Proof of Submission Perforce


    I added my final meshes and texture updates to Perforce. Afterwards, I created an asset zoo level in Unreal Engine showcasing all of the models I produced. Lastly, I added the final asset zoo image to the PowerPoint presentation, wrote a short autobiography and included my contact information for the press kit.

Tuesday, July 21, 2026

Portfolio 3 Week 2 Mid Project

Color Test in Substance Painter

Bake in Substance Painter






















Wireframe in Maya






















UVs in Maya





































   After retopologizing the high-resolution ZBrush sculpt, the low res model came out to approximately 15,000 tris. I was able to bake and apply a full flat color pass for the stylized soup model. The remaining work is to make a few minor adjustments to the bake, as there are small artifacts on the metal rim of the bowl and along the right side of the soup's surface.


July 28th - Get texturing close to finalized and leave room for polishing in UE5.
July 30th - Final touches in UE5, lots of photos of final model to put on portfolio. 

Wednesday, July 15, 2026

Sprint #5 Delivery
















 


Perforce History

   This sprint was mainly focused on polishing previously completed models. I updated the seating and tables by adjusting the roughness, removing height, fixing texel density, and correcting the UV direction on the underside of the coffee table. I also completed the full asset pipeline for the small potted plant decor that will be placed on some of the round tables throughout the cafĂ©. I also added the light textures in engine since they were not showing in engine last sprint.

    I also attempted to texture the coffee cup, but ran into mesh issues that required it to be redone. Huge shoutout to Eggsy and Emily for helping troubleshoot the problem and fixing the mesh so the textures would display correctly in engine!

Monday, July 13, 2026

Portfolio 3 Start

 

Render in ZBrush

Render in Unreal Engine 5













Original Concept Art by Liliia Shevchenko

    I was able to complete the blockout and finish the majority of my sculpt in ZBrush. The only thing I need to fix up is the rope part and the spoon. I accidently had the rope face the wrong direction compared to the reference image. I also decided to make the spoon a full model to be used for animation. For this upcoming sprint, I plan on fixing the sculpt as previously mentioned and start the process for topology/UV's. Stretch goal is to begin texturing ASAP, ideally this upcoming sprint so I can stay ahead.

July 21st - Retopology/UV's in Maya. Begin first bake and see if there are any errors.
July 28th - Get texturing close to finalized and leave room for polishing in UE5.
July 30th - Final touches in UE5, lots of photos of final model to put on portfolio.

Thursday, July 9, 2026

Project 3 Deadline & Planning Breakdowns

Hour Estimates Plan Breakdown 


Blockout:

Time Estimate to bring in Reference - 15 Minutes

Time Estimate for Basic Shapes - 2 Hours

Time Estimate for Blockout - 2 Hours

Time Estimate for Adjustments- 2 Hours

Step by Step:

  1. Bring in reference image in Maya
  2. Make basic shapes of Food Bowl
  3. Line up and adjust basic shapes to be as close to reference image as possible in proportions
  4. Try to make tri count as optimal as possible without losing details
  5. Probably make separate materials for certain parts incase there is loss of detail in Substance Painter later in the pipeline and export

Total Hours to Complete - 6 Hours 15 Minutes


ZBrush Sculpt & Vertex Painting:

Time Estimate Sculpting - 6 Hours

Time Estimate Vertex Painting - 2 Hours

Step by Step:

  1. Pull up references of stylized sculpting similar to style of original concept art reference
  2. Utilize techniques to get as close to original reference as possible and increase density to not see any visible polys when sculpting (Orbs brushes, Stylized Station, etc)
  3. After sculpting is done, decimate all subtools and get under at least 1 million tris for high poly to properly export
  4. Apply vertex colors for ease of texturing in Substance Painter and export

Total Hours to Complete - 8 Hours


Retopology & UV’s in Maya:

Time Estimate Retop - 5 Hours

Time Estimate UV’s - 3 hours

Step by Step:

  1. Make clean topology, try to not have any tris, n-gons, loops
  2. Start UV’s after retopo, flatten and unfold to have proper space to texture, no stretching or contorting and export

Total Hours to Complete - 8 Hours


Substance Painter Texturing:

Time Estimate to Bake - 2 Hours

Time Estimate Texturing - 5 hours

Step by Step:

  1. Bring in low poly model and apply high poly parts to low poly
  2. Bake high poly onto low poly and check if there are any bake errors
  3. If there are any bake errors, go back to previous step or two in pipeline to check if there is issues with high poly low poly alignment, UV overlap, normals not unlocked, retopo not dense enough
  4. Start texturing by applying techniques like an adjustable AO and light filter
  5. Do some handpainting techniques and fill layers and export

Total Hours to Complete - 7 Hours


Setup in Unreal Engine:

Time Estimate Applying Textures- 1 Hour

Time Estimate Adding Model in Scene - 1 Hour

Time Estimate Adjusting Lights - 3 Hours

Step by Step:

  1. Organize content browser for assets to be properly organize before importing in UE5
  2. Bring in low poly model into content browser and in level
  3. Create material and material instance
  4. Add textures into content browser and apply to material and material instance through node editor
  5. Add material instance onto mesh
  6. Adjust lights in scene while referencing concept art
  7. Position mesh to concept art

Total Hours to Complete - 5 Hours


Overall Total Hours: 34 Hours 15 Mins


So far, I have completed the blockout, and I'm currently working on the sculpt.

July 14th - Finish blockout and get sculpt to secondary/tertiary detail stage.
July 21st - Retopology/UV's in Maya. Begin first bake and see if there are any errors.
July 28th - Get texturing close to finalized and leave room for polishing in UE5.
July 30th - Final touches in UE5, lots of photos of final model to put on portfolio.

Tuesday, July 7, 2026

Portfolio 2 Week 4 End


 I was able to get halfway through handpainting the entirety of the fish hut. What is left is finish handpainting the fish and the roof. I plan sometime in the future to continue this project to further flesh out the water shader (was a little more complicated than I anticipated), adding the parallax background in UE5, and handpainting the ground the fish hut is on. 

Wednesday, July 1, 2026

Sprint #4 Delivery



















































    

    I was able to implement the textures for all of the furniture and most of the decorative props in Unreal Engine 5. I also did a second pass on several models to better match the Dispatch art style by simplifying the surface detail and making them feel less heavily textured. In addition, I applied an ambient occlusion (AO) mask to each asset to add more depth and shadow, helping the scene feel less flat. I also updated the rectangular and circular tables by improving the support structures underneath the tabletops to make them feel more complete. Lastly, I created a coffee table for the couch seating area to help finish off that section of the environment.

Portfolio 3 Week 4 Final Turn In