Monday, April 27, 2026

Death Stranding Porter Project Week 03

 





Project Schedule: 

April 14th- High-res boots 50% done.

April 21st- High-res boots done. HP model decimated and ready for baking.

April 28th- Lowpoly model has clean topology and is UV unwrapped in Maya. Model baked in Substance Painter. Boots are fully textured. Flattering "product shot" renders taken in engine.

April 30th (Industry Review Turn-In)- Environment created with fab packs in engine to show off boots within. Final tweaks if needed with a few days wiggle room just in case.

 

Tuesday, April 21, 2026

Death Stranding Porter Project Week 02




Project Schedule: 

April 14th- High-res boots 50% done.

April 21st- High-res boots done. HP model decimated and ready for baking.

April 28th- Lowpoly model has clean topology and is UV unwrapped in Maya. Model baked in Substance Painter. Boots are fully textured. Flattering "product shot" renders taken in engine.

April 30th (Industry Review Turn-In)- Environment created with fab packs in engine to show off boots within. Final tweaks if needed with a few days wiggle room just in case.

 

Tuesday, April 14, 2026

Death Stranding Porter Project Week 01



 

Taught myself how to better use ZModeler and utilize the hard surface ZBrush tools. Been extracting piece by piece to refine.

Thursday, April 9, 2026

Death Stranding Porter Project- Schedule


 

April 14th- High-res boots 50% done.

April 21st- High-res boots done. HP model decimated and ready for baking.

April 28th- Lowpoly model has clean topology and is UV unwrapped in Maya. Model baked in Substance Painter. Boots are fully textured. Flattering "product shot" renders taken in engine.

April 30th (Industry Review Turn-In)- Environment created with fab packs in engine to show off boots within. Final tweaks if needed with a few days wiggle room just in case.

Wednesday, April 8, 2026

Research Project Plan for Summer


https://www.artstation.com/artwork/bl84Wg

 This is a project I've had my eye on for a while, and for the summer I'd like to create a game-ready character based on her design. I want to mirror the style/painted texture, while also pushing myself to learn stylized anatomy, hair, and more accessories. 

I watched the JHill video about learning character modeling in a year, and while I only really have one semester he had a lot of good advice. Small projects that still supplement your bigger project are bricks, and the big project is the pillar.

Bricks: Clothing practice, ANATOMY PRACTICE, accessories, stylized texturing.

In progress: deep-diving into UVs with guy from industry 

 

Schedule:

Summer semester starts May 13th

May 

Bricks: Female anatomy sculpting practice- stylized. Practice laying out hair in zbrush. Practice clothing sculpting.

Pillars: Have the main project base figure fully sculpted with base layer of clothing done.

June

Bricks: Clothing and accessories practice. Learn ZModeler better. Learn about human retopology. Learn about UV best practices for humans.

Pillars: Have project fully retopologized and UVed. First bake looks perfect.

July

Bricks: Learn about painting on normal maps. Big on learning stylized texturing for clothing and skin.

Pillars: Fully texture model, have great renders/showoff. There is less work this month intentionally to account for any delays.

Finished by late July 

Classes End August 1st 

 

Death Stranding Bridges Boots- Final