Monday, January 26, 2026

Organic Modeling - High Res Sculpt












































This round, I spent a lot of time layering noise filters and scaling them back to the desired areas to get that torn, fleshy look on the edges of the flesh. I also went in with the Clay Build-Up brush to add more tears in the cheek of the skin and then Dam Standard to pull out the edges of the flesh so that it looked like the skin was torn out in chunks and gouges instead of having that soft edge fading into the divots of the wounds. The Noise18 texture was added for the flesh wounds, and I layered a standard noise filter on top of that for the pores. I also went in with the morph target to isolate the texture to specific locations, and scaled back on the intensity using the morph brush on select areas of the face that would have smaller pores. I also went in with a Noise31 on the skull, which was a separate subtool for the porous bone texture, and then used clay polish on the teeth to get them to be more sharp and angular, as I thought the teeth block out looked too smooth and CGI. I also went in with the GIO brush and Dam Standard to add more wrinkles everywhere. 



Tuesday, December 2, 2025

WEEK 14 - A Stage

HEngine Testand Painted Textures
























Engine Test


Clue Assets




























Final push for common art, this round I focused on finishing the texturing for the characters and solidifying the gameplay loop. The character work mostly speaks for itself; the final quarter was a lot of hand painting and trying to achieve that iconic Arcane look. I'm especially proud of how Johnathan's face came out, although I would want to go back in and edit the lowpoly a bit for a better bake. 

As for the core gameplay loop, our team settled on making a mini-detective clue hunt, where the player (Johnathan) would enter Dracula's manor in hopes of speaking to the Count, only to find suspicious items that may implicate Dracula and his involvement in the disappearances around the town. Then it mostly came down to making all the clue assets and implementing them into the engine and making sure everything works. 

Tuesday, November 25, 2025

Cannon Project: Materials and Textures

In Engine












Substance Painter
































































Wireframe + UVs



































Reference


Poly Count:

Cannon                     8544 Tris
Cannon Balls            1664 Tris
Floor                         5584 Tris
Total                          15792 Tris

Monday, November 17, 2025

Cannon Project: First Bake

 First Bake

 Game Engine Test





















Game Res Topology




























Poly Count:

Cannon                     8544 Tris
Cannon Balls            1664 Tris
Floor                         5584 Tris
Total                          15792 Tris

Organic Modeling - High Res Sculpt

This round, I spent a lot of time layering noise filters and scaling them back to the desired areas to get that torn, fleshy look on the edg...