Thursday, December 4, 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 in Maya based on the references I pulled from artstation. I also grabbed various texture references for later. 



I then went into ZBrush to sculpt in texture. I have never done a realistic sculpt before so this was a learning curve, but I think in the end I did well. For the wood grain I used clay buildup and damstandard to achieve a rough, grainy effect that I then pulled back with morph target. I also used morph target on the metal textures after roughing them up with a noise brush. For variation I carved cracks into the metal as well as whirls in the wood for knots.




 I went back to maya to retopologize the blockout to be game ready. My goal was to get below 10k tris, and I just barely got there with 9780. I spent a lot of time working on realistic textures, adding in color variation, dirt and grunge, generators for AO, and more. I think adding in subtle gradients really helped push my texturing further.

 Below are some more renders from Unreal.



 

Industry Review 2- 2B Kitsune Outfit

This project was a big undertaking and my first ever dive into marvelous designer. My goal was to create an outfit inspired by a skin the character 2B (from nier automata) can wear.

I first gathered a bunch of references for the outfit and textures, and edited a base mesh to match 2Bs's proportions. 


I created the base clothing layer in marvelous designer, which I had to learn from the ground up. The clothing simulation was very fun to mess with, but a lot of technical work went into it as well. I had to create custom clothing patterns and sew them together while utilizing different tools and sub-settings to make everything sit as it should.


I then went into ZBrush to sculpt nice folds into the high poly mesh. I didn't like ZBrush's clothing brushes that much, and found I could still get a very nice effect with standard and damstandard.




At this point I baked the highpoly mesh of the outfit in order to texture it in substance painter, as well as textured the kitsune mask. I was aiming for a cotton-y look for most of the clothes and a silkier look for the bows. 


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...