Monday, June 15, 2026

Portfolio Project: Gunsmith Part 1 Block Out

 














Block Out

































Body Base in ZBrush












Clothing Block Out in Marvelous Designer
















Hard Surface Props in Maya





























Arnold Test Renders























UE5 Renders








































Tuesday, June 9, 2026

Wednesday, June 3, 2026

Soliloquy of Stars - Sprint 2

 












For this sprint, I went back in to continue to refine both characters, the Star and the Black Hole. The first thing I tackled was taking the feedback from the animators and editing the base body mesh in response to errors they noticed during the test motion capture targeting. One of the main issues was the length of the fingers; the tips were too long and when mapped to the mocap data, they would overlap with the palm. The other thing we noticed was the Star's knees and hips being much higher than the skeleton, which I also adjusted in the mesh.
































Once the proportion issue was fixed, I also defined the base mesh a little more. I referenced diagrams of human musculature to sculpt out some more detail in areas like the neck, torso, and collar. I made sure that the arm and leg muscles also looked sculpted while maintaining the stylized look we were going for. After that, I took the body meshes and imported them into Marvelous Designer to create clothing assets for each of the characters. 

























For the Star, I focused primarily on the shirt. I referenced clothing patterns of bell sleeved blouses and tried to recreate the clothing to match our concept art as close as possible. For the Black Hole, I did a drop V neck dress with a circle skirt bottom. I figured with the way we would have the black hole spinning, a fuller circle skirt would flow so much better and create that swirling galaxy of fabric look. 


Wednesday, May 20, 2026

Soliloquy of Stars: Sprint 1

For this first sprint, the leads all got together to plan out all the tasks and assets needed for the cinematic, dividing them into their respective sprints and distributed amongst the members of our team. In terms of 3D art, we redefined our asset list, and assigned each 3D artist a number of assets they would be in charge of for the entirety of the project. We made sure to take content lock and refinement into consideration, leaving a decent amount of buffer time to fix anything that breaks over the course of the project and make sure everything looks as good as it can.






I assisted in the visual development of our overall art goals, as we wanted to have a concrete and cohesive vision of what we all wanted the cinematic to look like. 

















Using the mocap skeleton provided to us in the mocap data for the dance itself, I made sure to create proxies with the dancers' proportions in mind so that the transfer onto our custom models would be as seamless as possible.

Tuesday, May 19, 2026

Portfolio Project: Stained Glass Sword Block Out

 





















































SCHEDULE:

Week 1: Block Out                             06/19/26

Week 2: Upres + Bake                        06/26/26

Week 3: Texture Part 1                       07/02/26

Week 4: Final Texture + Render         07/09/26



Tuesday, April 21, 2026

Faux Blind Box Figurine - Sculpt

 
















































Schedule Breakdown:

April 7th
- Project Proposal
- Reference Gathering

April 14th
- Block Out

April 21st
- Final Sculpt
- Resin Print

April 28th
- Retopo + UV for in game statue asset
- Light Texturing

April 30th
- Showcase/Industry Review

Portfolio Project: Gunsmith Part 1 Block Out

  Block Out Body Base in ZBrush Clothing Block Out in Marvelous Designer Hard Surface Props in Maya Arnold Test Renders UE5 Renders