Monday, March 30, 2026

Environmental Art Techniques Part 03





For this week's assignment I went back and added 3D geometry to my trimsheet textures (as seen along the walls of the room) and created a material for vertex painting on the wood tiled floor. You can see the dirt filling into the cracks of the wood first, and then where I painted it in with splotches as well.

Tuesday, March 17, 2026

Environmental Art Techniques Part 01




I did my wood planks material via sculpting and wrap mode in Zbrush, and the other two using Substance Sampler. I turned images I took into tileable materials and then edited them to look more stylized within Substance Painter. I also did a primitive blockout of my scene in Maya. 


 

Monday, March 2, 2026

Hard Surface Modeling- Finalized




To finish off the high poly model of this gun I did a number things as I hadn't had much time last week. I rounded out the grip and back of the gun to be more cylindrical than blocky with soft select and adding in harsher bevels. I wanted the gun part meshes to be smooth while still maintaining a hard surface look, so that required a lot of edge support and creasing along various parts of the gun. I added in the small squares across the grip of the gun by creating a row and duplicating them with the transforms remembered with shift+D. This method made it really easy to get a whole bunch of squares fast. As for final details, I added small notches in the trigger, screw holes in the frame rather than the screws lying on top of the mesh, and again, a whole lot of beveling and supporting.

For renders I took them with the arnold render in maya, with an infinity wall backdrop and a 3 point lighting setup. I made sure the gun and bullet were flush with the floor with flattering light to highlight detail.

Death Stranding Bridges Boots- Final