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. 


 


 

Wednesday, May 20, 2026

Soliloquy of Stars- Sprint 1

For sprint 1 the bulk of my work was very time consuming, organizational tasks. Last friday, the sub-leads and I sprint planned for 4 hours, and have met intermittently since then to hash out details and other tasks that need further addressing. We worked to flesh out our asset list into a more accurate depiction of what we will need, and added it to our project task tracker in our team google drive. I created a lookdev image to try and work out how we would balance the environment with the characters. I also created our sprint presentation, lead a tech artist meeting with Raghavendra, and again, did organizational work on my own to make a realistic schedule and tasks everyone was happy with. Nothing I did this sprint went into engine, but I of course have the project pulled and have opened it quite a few times.



 

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.

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...