I added detail to each mesh and UV unwrapped both of them. I created basic materials for base color.
Thursday, October 30, 2025
Tuesday, October 28, 2025
Cannon Week 2
To start, I massively lowered the polycount of my blockout by turning the rings into square shaped rings instead of circular. I cleaned up a bit of geometry and brought the entire blockout to just under 8k polys. I then UV unwrapped it for later.
I then started adding supporting geometry to my cannon for my high-res smoothed version I will bring into Zbrush.
After smoothing the mesh I brought it into Zbrush to check everything looked okay and to prepare to sculpt.
Thursday, October 23, 2025
Common Art Interactive Experience Week 1
For this week I created the low poly blockouts of both characters for Telltale Heart. The base mesh is relatively the same for both for ease of rigging. For the blockout I wanted key features that would set the two of them apart, such as the killer's beanie and bandana vs. the old mans beard and hair.
Here are the meshes I retopo-ed in Maya using quad-draw. For the old man I figured it would be easier to key frame him hunched over when standing upright instead of modeling him as hunched in case something else needed to happen.
Wednesday, October 22, 2025
1 on 1 Questions
1. If you could project out past graduation, what is your overall career goal?
My end goal would be an indie studio, but in order to get
there I’ll work where I can to pay off loans and get experience. I’m open to
simulation or theme parks if I cant get into video games right out the gate. As
long as my team is reliable and communicates well I don’t care about our # of
people. I want to eventually be able to lead and give art direction and help people to learn to create, so I could eventually lead the art creation of an indie game. I'm really passionate about telling stories, which is what drives my ultimate goal: to help tell a story that matters to people. I want to do what it takes to get there and get experience.
While my end goal is art director/lead, before then I hope to specifically be a character artist at an indie studio. I enjoy stylized art the most and more indie studios lean towards than than AAA.
2. If you could project out into starting your career, what sounds the most appealing to you?
I want to be a character artist, but prop artist also
sounds very appealing if I cant land a character artist job. I like doing
stylized the most, but I think it’s important I practice my realism as most AAA
companies nowadays lean toward realism. I want to do stylized things as
well to prove I can match a given style well, which might make me more appealing to indie. My opinion as of now is I don't want to deviate from 3D art, and I think an indie studio would treat me better than AAA. But as pay would be higher at an established AAA studio and I have loans to pay off, I would prefer to start there (unless the indie opportunity of a lifetime presents itself).
A big worry of mine is that most jobs (especially outside of the industry) want 3D artists geared towards props and environment rather than a character artist. I don't want to limit myself to characters even if that is the end goal because I don't want to accidentally box myself in to only a few open jobs because that's all I have in my portfolio. I think learning the ins and outs of Material Designer is a really good idea.
3. What are some of the top companies that you are interested in working for?
My end goal is to work at an indie studio such as Digital Sun, Supergiant, Sandfall, Hopoo Games, and Sloclap. I also want to work at an AAA studio like EA, Riot, or Capcom.
Monday, October 20, 2025
Wednesday, October 8, 2025
Tuesday, October 7, 2025
Monday, October 6, 2025
Thursday, October 2, 2025
Industry Review 2- Canon
The canon was a several months long project that I was able to go back and adjust before industry review. I started out with a blockout i...
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Monster Rotation Blueprint: I initially thought I was supposed to set this up in the monster's blueprint and after hours of troubleshoo...
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This week I brought my high-res into Zbrush and worked on realistic texturing. Here are some close up pictures of the metal detail I worke...



























