Monday, March 24, 2025

Environmental Modeling 3 - Vertex Painting

Wall Base:


Wall Vertex Painted:


Texture Base:


Vertex Texture 1:


Vertex Texture 2:

Credit Metal Damaged Smart Materials -  Javad Rajabzade


 Unreal Node Setup: 


Monday, March 10, 2025

Monday, March 3, 2025

Environmental Modeling - Tillable Textures

 

Texture 1: Rock Wall


Unreal:


Sculpt:


Low Res:


Reference:


Texture 2: Stylized Wood

Unreal:


Sculpt:


Low Res:



Substance:


Reference:



Texture 3: Brick

Sculpt:


Reference:




Wednesday, February 26, 2025

Mid Semester Concept

Concept 1: Half Note Back


Reference: 




For this process I concepted in 3D to test the different designs that could work for the half-note. I wanted to ensure the design matched the concept, while also holding a good level of visual interest. Given the half note's mechanical themes, I pulled reference from some hard surface modelers Frederic Daoust and Marco Plouffe. The above images show some examples of how that showed up in the model. I simplified the level of detail significantly to serve mainly as primary shapes since we do not want our models to be too busy. This can be seen in the progression as well where some of the more intricate areas were toned down to give more areas of rest. 


Concept 2: Half Note Head 


The second item we concepted are some different designs for the head. We mainly wanted to figure out what the best resting pose would be, of which we arrived at the "grinning" face (right). Since the mouth is a big focus, being able to see the teeth was important. We also liked the gums being present to break up the symmetry a bit. One issue that arose from this mouth position is that we wanted to ensure when they opened their mouths to scream, there was still large enough of a change to be imposing.  We felt that this was not present in concept 2, and therefore tested some stretching positions in ZBrush.


Concept 3: Candelabra





The candelabra is a prop rendered in the texture style of our game. This prop would be used to set dress the cathedral level.



Tuesday, February 18, 2025

Artist Statement



As an artist, my goals are to create models that border the line of realism, and use that as a basis of intrigue to capture my audience. What do I mean by realism? I don't necessarily mean art style. I have always found myself drawn to intelligent design that combines the realistic with fantasy. I think what drew me towards my love of creatures is the inspiration my favorite designs take from real life anatomy, and how it is exaggerated and adapted into something plausible. I think the perfect illustration for this point is Hraezlyr, a dragon from God of War 4. Don’t get me wrong- I’m a stickler for traditional fantasy designs, but while many depictions of these creatures are grandiose and powerful, Hraezlyr lives in a dark, desolate mountain, surrounded by nothing but undead. Its frame is gaunt due to lack of nutrition, its wings atrophied due to lack of use, yet it retains all the prowess you would expect in a creature guarding its territory. I love how you can visually show a character's personality, inspirations, and lifestyle all through their designs.

Another pillar of what I appreciate in art is the union of contrasting elements into a functioning design. Combining hard surface with organic modeling is a way to add visual interest to a piece, and has been a theme in many of my favorite projects. I have always been drawn to armor design, especially when you can clearly incorporate its inspirations in the final product. If you are making an insectoid character, why not make its armor plating reminiscent of a carapace? Although this example is very simplified, it exemplifies what I appreciate about shape language, and how it can represent a character’s disposition at a glance.

And finally, I take pride in my expertise of the craft. Learning new skills, strategies, and the tools behind digital creation constantly excites me to try new and more difficult projects. This is one reason I have such an appreciation for digital sculpting; I have access to an arsenal of tools to bring my vision to life. It is free form enough as to not feel restricted by the medium, but also requires technical skill in being able to effectively refine and polish shapes. As I continue to build my experience as a 3D modeler, I look forward to using my expanding knowledge base to improve my art.

Environmental Art Techniques Part 04 - Decals

 Render:  Decal:  Sculpt:  Base Color: