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.

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Portfolio 3 Week 4 Final Turn In