Tuesday, October 13, 2026

Module 3 Week 07 - High Poly

Critique from last week:

- Edge control
- Separate planks
- Remove brick from lower down

Highpoly

Details on surfaces like this is not my strong suit (dynamesh was not on my side for this assignment). I'm planning on adding details that I missed via the textures like I did for the last assignment.


Baking Test


There are currently baking issues I need to address.


I think the shapes on my low poly are either too big or too small compared to the highpoly, so some of the normals and AO is clipping into each other. The bricks look ok for the most part.

I will fix this before next submission.


Blocking


Wireframe. Poly count: 10924







Thursday, October 8, 2026

Tuesday, October 6, 2026

Thursday, October 1, 2026

Week 05 - Basic Lighting

 


Final Basic Lighting Board


I consulted the Project Pan team with the design. We referred back to Wendy's initial art pillars and returned to the nightgown-like collar and puffy silhouette- and leaned away from the leaf mask and stitched collar since she's living in a house and not the wilderness; all while keeping the silhouette the same.

I redrew the initial art to reflect these changes and to give whomever is modeling, a clearer idea.

As for lighting, we are going with a simple, cell-shaded look for the character models.

For the detail callouts, I rendered a front, back, and side view because as a character artist, this makes the character easier to model. I also included a close-up of her collar and her candleholder prop. 










Rough Ideation

We also ideated on the color scheme for Wendy. At first we look at purple, blue, and yellow, but the majority liked purple that is in the current design.



Perforce Proof





Tuesday, September 29, 2026

Basic Rigging

 Basic Rigging


Skeleton

Bones on mesh
I forgot to add the clavicle bones at first, but I got them in there.



Constraints

I tried looking up shapes that others used for their rigs, but there are so many different ones out there!


 I'd say the hardest part of this process was skinning. Especially the hands. Whoever made this model should've separated the fingers better.


Some movement


Texture files directed to ''sourceimages'' folder in depot


Naming conventions


Perforce Proof
 


Module 2 Week 05 - Final Display

 







Youtube





Perforce




Thursday, September 24, 2026

Week 04 - Use of Value and Contrast

Art Style Process


Hollow Knight characters are very simple. They are small on the screen  and include a very limited color palette. When you look at the playable character from both games, they only have flat colors, CELL SHADED OR NO GRADIENTS.




Majority of details are in the landscape:


Essentially: Keep the characters as simple as possible.


Ideation

I chose to draw Luo and Kelsey's renders.





I played around with the head shapes a little more. I also designed different caplets for Peter. Wendy was also a little weird to put into the Hollow Knight style. The bubble hands and feet don't fit into the art style, so I made the limbs more bug-like to match the Knight. Characters & NPC's also don't have hair in Hollow Knight, BUT there are characters with antennae, so I made them into a pigtail shape for Wendy. And, I gave her clothes, because they wear clothes.

I ended up moving forward with sketches 2 and 5.


I ideated a bit more and ultimately ended up with these drawings. I fell like the match the art style very well.

Clean Lineart

Values

Gradient

Perforce Submission





Tuesday, September 22, 2026

Intro to Blueprints

 

My two awesome blueprints


BP_Crate: G key input will crank the saturation negatively. I included the timeline in this one. I used a vector instead of a float, and made the box go up in space.






BP_coolCrate: When entering the collision sphere, a Niagara system will activate. When you leave the sphere, it will deactivate.



Map and blueprint locations


Perforce Location


Module 3 Week 07 - High Poly

Critique from last week: - Edge control - Separate planks - Remove brick from lower down Highpoly Details on surfaces like this is not my st...