Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

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







Tuesday, October 6, 2026

Tuesday, September 22, 2026

Module 2 Week 04 - Game Res Meshing

 

Material Groups

Wireframe

Bake in SP



Rusted Metal


Painted Metal

Green Glow

Metal







Tuesday, September 15, 2026

Module 2 Week 03 - High Poly

 Based on last week's feedback, I tried to fix my blockout proportions


There's no orthographic images of this chest anywhere, which makes it really difficult to work on.

I'm not the best at stylized sculpting, so I think I'll do most of the texture work in my material pass...



ZBrush render




HP Frame



Tuesday, September 8, 2026

Module 02 Week 1: Blockout

 

Crates, Barrels And Treasure Chests



For my prop to recreate, I have chosen this chest by Alex Iveroth. I picked this out because I like the shapes it has, specifically the legs and the head shape.

Since this stage is blockout, I'm keeping the shapes very simple and basic. Stylized props like this aren't necessarily heavy on polys, but rely on exceptional texturing texturing, with I'll focus on in the high-poly.

Proxy asset in Unreal Engine

Maya Render

Seeing it rendered out like this helps me we the issues with it. I think right now, some of the scale is off and some thickness of the shapes overall.


Maya Render with Wireframe

I've never rendered out through Maya before. Hoping to get better in the near future.





Monday, August 31, 2026

Week 01: Meet Matt Project

 For the theme of my little matt, I chose to do porcelain kintsugi, where broken porcelain is mended back together using lacquer and metallic powders.


Turnaround

I started with an off-white base and added some patchy, grainy alphas to give the porcelain natural vibe.


Then I used a generator to add more pigment in the cracks and crevasses to show where glaze would get stuck.



For the kintsugi lines, I used a broken stone smart material to guide where I'd draw in my mask. And, I finished it off by drawing some floral motifs. Rendering this was a bit of a beast since the material is super glossy, it took around 8 minutes.



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...