Monday, September 8, 2025

Week 03: Modular Environment Creation - Part 2

Modular Environment Creation Part 2:

    To start part 2, I had to revisit my beveled pieces and use other geometry as a Boolean to give my geometry a wear and tear look. 


        I created the blueprint for the emissive material I would later used for my design. It was nerving to use nodes again but I was able to get a hang of it.



    Created a rotation blueprint for the geometry that are planned to be rotating on my level.

    
    Created a level blueprint.


    Created the blueprint for the character's movement.


    Set up the lighting and exponential fog for the level.


    Final Render





Thursday, September 4, 2025

Wk 02: Use of Basic Shape

    Modeling in Maya, I modeled the design based off of the approved designed that was moving forward. I used basic polygons to create a bulky build. 





 

Tuesday, September 2, 2025

Wk02: Modular Environment - Part One

 Proxy Blockout

In this assignment, we were to create a modular. To start I needed to establish a relative scale to Unreal's mannequin. I took the mannequin fbx file to maya and create a 100x100x100 block to the mannequin.


I then modeled basics proxy shapes to then later export it to Unreal. 



In Unreal, I created materials that will be applied to all the proxy meshes. I then created the blueprints for the proxy.


Using the proxy mesh, I created a block out that will later be used for the final render.


Back in maya, I went back and beveled all the proxy mesh and then replaced the original proxy mesh with the beveled version.

Final renders for part one



Friday, August 29, 2025

Wk 1: Inanimate Object


Inanimate Object

     For this week assignment, we were given the task to animate an inanimate object. I personally chose to use two objects: a flour sack and a bowling ball. 



Dracula Concept Art

 Interactable character silhouette - Dracula

    Our group wanted to do the concept of  "Dracula" as our theme for this project. Along with this theme we wanted to use the Arcane art style as the visual for this project. We used the character Dracula as one of the interactable characters that the main character "Jonathan" could interact with. 

    We imagined Dracula as either a enemy or the main antagonist for the game. In the story, Dracula is a respective figure in the community but is secretly behind the murders. Dracula's role in the game is a person who works from the shadows and would leave clues for Jonathan and would have him piece it together.

    Dracula Silhouette:




    I was responsible for the design of Dracula himself. I mainly based most of the design off of his gothic iterations but gave each design a unique twist. I wanted the designs to look like it was from the 18th century as that is the setting our game is taking place. 

    Originally we depicted Dracula to have a slim figure and a luxurious attire since in our story we depicted him as a wealthy man. Making his design to be the foil to Jonathan, where his design to be more frugal and gave him a more malnourish physique. I personally wanted Dracula to be more of a foil to Jonathan so I had a couple of designs where Dracula is physically larger than Jonathan. I took inspiration from comic characters like Kingpin, Tombstone, and Joe Fixit. I feel like it would of been a better contrast and making Dracula more as an antagonist. I also have designs that sticks with his gothic design but given a more appropriate attire for the setting.

Reference Board:


Perforce Submission:





Monday, August 25, 2025

Week 01: Head Sculpt

    Before starting this project, I was already familiar with Zbrush since I was taught how to use it during my undergraduate but it had been a good while since then. So going into Zbrush once again after my undergraduate, was an actual struggle trying to remember all the notable hotkeys I use to use during my undergraduate. After a while I was able to get a hang of the controls but still ran into small problems that was fixed very easily.

    For this sculpt I just wanted to sculpt a human head and I decide to base it off a known figure from the Kpop group NewJeans. I decided to use Kim Minji as a reference for this model. At first I had a really rough time getting the face proportion correct and spent a good amount of revisions and had occasionally to restart because I felt like the model had gone beyond a human face. But I decide to take it simple and just molded a sphere into a head like shape and removing spaces to have it slowly resemble a face. I started by making eye holes and then using a sphere as a place holder for an eye and building around that. After multiple revision on the face I moved on to doing the neck and the clavicle of the bust. I had to go through a couple of revisions and I was able to sculpt it to where I felt it was enough. 

    I then started sculpting the ears of the bust and I felt that out of everything that was the easiest piece I had to work win. I had no trouble sculpting it and I had a pleasant time working on it. My final piece was the hair. I felt that this was really challenging since I did not know how to properly sculpt hair. In the end I felt like this was the best I could do at my current skill level. 

    Overall I am satisfied with how the sculpt came out. Despite the hardship I did enjoy this small project. Next time I would try something that is more stylized. 

    I personally enjoy using Zbrush despite not being very skillful at it. I would still be interested on practicing this skill and slowly improve. But this is not enough for me to consider changing to do 3D arts. I still believe that animation what I want to do and so I will stick with my original choice. 

Final Render


Third Pass

Thursday, August 21, 2025

Week 03: Modular Environment Creation - Part 2

Modular Environment Creation Part 2:      To start part 2, I had to revisit my beveled pieces and use other geometry as a Boolean to give my...