I have redone my texture bake several times to make sure it looks good. I am well aware of the position I'm in for how fast I have to get texturing done, but I will work very hard until it's done. Currently it is only at a base color pass stage.
Tuesday, July 28, 2026
Monday, July 20, 2026
Darkrai Girl Week 6
I did a lot more retopology this week, and underestimated how long it would take since I couldn't use marvelous designer after editing the clothing in ZBrush. I paid careful mind to the face and body to make sure I was adhering to proper edgeflow and loops. I added a lot of geometry to the hair so that it would hold it's shape. This mesh probably isn't going to classify as game-ready anymore, but I want it too look good as well.
I've got so much on my plate with other classes, so I know in order to get this project done I'm going to have to be pulling some late nights this week. What's left to do is more retopology and texturing.
Monday, July 13, 2026
Darkrai Girl Week 5
This week a gave a huge push on the sculpt to fully get it done. I backtracked a lot in order to fix the base anatomy issues of the prior 'final' sculpt. I'm glad I did because it looks a lot better. This week I fully finished the sculpt, and started on retopo.
Tuesday, July 7, 2026
Darkrai Girl Week 4
The sculpt is not entirely done, and still needs a full tertiary detail pass. I had to work hard to catch up after last week brought about some life issues, but I did a lot since then and will work hard to fully finish the sculpt next project.
Monday, June 29, 2026
Darkrai Girl Week 3
Due to unfortunate life circumstances, I did not get to work on this assignment as much as I wanted to this week. Below is my progress so far.
Monday, June 22, 2026
Darkrai Girl Week 2
This week I jumped into marvelous designer to start on a closer to final pass on the skirt, as well as starting on some other elements of the outfit. I wanted to use marvelous so the layered clothing would look more realistic, I could handle the detailed pieces more easily, and to better learn and understand the software. I quickly decimated the A-posed body I blocked out last sprint so that I could get an accurate lay of the clothing. Pieces of cloth that are blue are frozen; I carefully laid them out and pinned them in place during live simulation, and froze them once they were in a good spot so that they would no longer simulate. What I have so far: almost finished, multi-layered skirt, bows, and the beginnings of the upper portion of the dress.
I also started sculpting the face in ZBrush- I wanted to have this done sooner rather than later as I feel facial sculpting is a weak point of mine and want to get critique faster.
Monday, June 15, 2026
Darkrai Girl Week 1
This week I proportion matched to the main reference image and blocked out all the big forms, then rearranged the character in an A-pose. It look a bit of time to do this, but I really want to have a rigged/animated character in my portfolio so I believe it was worth the time.
Tuesday, June 9, 2026
Komodo Dragon Week 4- Final
Above are the final renders and show off images of my komodo dragon- one from substance painter and the other in unreal engine. The textures were all hand-painted.
Sunday, May 31, 2026
Komodo Dragon Week 3
This week I finalized the sculpt and created the fins on the dragon in Maya. Then I retopologized, UVed, and then baked in Substance Painter the entire model. The lowpoly version ended up being 11.4k tris- I added more edge loops in places I noticed obvious faceting, or in areas that needed more support, even though I'm sure I could have pushed it lower.
Next week I will be texturing the model to match the reference and taking nice renders in unreal engine.
Monday, May 25, 2026
Komodo Dragon Week 2
I got a refined blockout done this week, and I don't believe there's much left of the sculpt to get done as the creature is pretty smooth. All the thin pieces such as the fins, tongue, and finger webbing will all be planes I will make with Maya.
In order to catch back up I have to finalize the sculpt and do retopo and UVs all next week. Then then the following, final week I have to texture it.
Thursday, April 30, 2026
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.
Tuesday, April 7, 2026
Sunday, April 5, 2026
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.
Darkrai Girl Week 7
I have redone my texture bake several times to make sure it looks good. I am well aware of the position I'm in for how fast I have to g...
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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 ch...
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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...
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Above are the final renders and show off images of my komodo dragon- one from substance painter and the other in unreal engine. The textures...



















































