![]() |
| Key art of Purah's third form, the Primal Shoosuva |
Tuesday, March 31, 2026
Week 32 - Sabertooth Groom Experimentation
Thursday, January 22, 2026
Week 22 - Vampire Gnoll "Kakx" Sculpt & Resin Print
I decided to sculpt my favorite villain and an enemy we were currently in the middle of fighting: Kakx. A Vampiric Gnoll (humanistic hyena) who had been terrorizing the party since the start of the campaign. He became a form of mirror for my character Purah and a beloved character of mine.
Tekeli-li was a gnoll vampire, and a former Fang of Yeenoghu that lurked in Icewind Dale during the 14th and 15th centuries DR. Tekeli-li was once a mortal gnoll, who led his pack across the frozen lands of Icewind Dale. In the Year of the Striking Falcon, the local Reghedmen barbarians routed the pack, forcing them to flee across the Reghed Glacier. To ensure their survival, the pack sacrificed themselves one by one to their Fang Tekeli-li, granting him sustenance to live through the winter.
To the goddess Auril, Tekeli-li's ravenous hunger represented the unending "consumption" of winter. Auril interred the vampiric gnoll within the Caves of Hunger, imprisoning him in the ice of the Reghed Glacier as the passageway out froze over. He remained trapped there for over a century until a group of adventurers re-opened the passageway.
Saturday, January 17, 2026
Week 21 - Procedural Building Generator for Houdini Engine
A big part of our game's environment revolves around the crushing ecosystem of brutalist-styled buildings surrounding us. To avoid having our Level Designers and Environment Artist working overtime polishing pixels, I started looking into different ways we could procedurally make the buildings and slot in our different modular kit pieces in a way that was both: easy and fast.
Reference Images
https://www.sidefx.com/tutorials/building-generator/ https://www.sidefx.com/tutorials/project-titan-building-tool/ https://www.sidefx.com/docs/houdini/nodes/sop/labs--remove_inside_faces.html https://80.lv/articles/learn-how-to-make-procedural-building-generator-in-houdini https://forums.odforce.net/topic/54726-building-generator-from-image-houdini-beginner-tutorial/ https://80.lv/articles/setting-up-playground-generator-in-houdini-unreal-engine

The best resource I had on this experiment was the Project Titan tutorial file which allowed me to poke through how each option works. However, the two biggest take-aways from this file was the complex nature of the architecture being generated and the in-engine designs being made.
Another aspect was the fact that all of the geometry being entered was focused on geometry being made in Unreal rather than an external program like Maya or Blender, this required 'normalizing' the input files and ensuring, regardless of input and size, that the files work together.
Friday, November 28, 2025
Week 14 - VTube Studio PyQt Plugin
This project was brought on by one of my best friends who does Vtuber streaming, Kudamahou, sharing some of the aspects of her model, specifically the model's base PRISM Customizable Vtuber Model, which requires the use of numeric sliders to dictate the colour as opposed to a colour picker/limited colour selection. She shared how this can cause trouble colour matching when elements are similar and voices wanting some form of solution.
As a result I decided to experiment with how to make a small tool to resolve this, something to take the vector 3 value (RGB) with a colour picker and turn this into a numerical value that Kuda could easily use to fill in the model data.
Thursday, November 27, 2025
Week 14 - Procedural Foliage Methods in Unreal Engine 5
WIP Beauty Shots

In it's current state, this is very bare bones but allows for easy customization of foliage tools to the best of my ability. While I'm still working with the placeholder foliage I have the wind speeds set up on a Material Parameter Collection so they can be automatically updated as needed. However I do plan on updating this, or at least tweaking the formula as soon as I get further variations in.
- Better naming for parameters - i know what they mean, but test subjects (aka random people in the cohort) do not - that is a problem.
- Material difference between vines and leaves
- Add more variety of plants outside of daisys, spruce_tree_01, and a vine texture from google
- I don't think the lights inside should be flickering, it looks like a bug and is otherwise unnoticeable. I'd just remove it
- The depth of field causes a great deal of issues with certain parts of the foliage that should be in the midground, but for whatever reason appear in the fore / background because of the blurring
- your composition is good, but I think the actual model for the church is somewhat lacking. I can't put an exact finger on it, but it somehow seems out of place / noncontiguous with the rest of the environment. I blame the detail of the ivy - maybe some more grunge on the church?
- I think that, while the scene doesn't appear static, I think it is missing some points of intrigue beyond just the church. Maybe some particle systems of bugs or god-rays could add some interest
- The ground texturing feels quite flat. It could be from the DOF but i think it could be pushed further regardless. If you're unwilling to push higher fidelity on the landscape mat (which is fair) then i'd up your foliage actors in general, the church is being overtaken by vegetation so it's make sense that the surrounding area is quite consumed by nature im thinking more of the context of the scene here
Week 50 - Industry Review Cleanup Part 3
For this week I mainly worked on finalizing the renders for my player VFX post and creating several of the video features for it. I decided...
-
FEEDBACK Feedback from Kenneth Morrison: I am unsure if the facial anatomy was passed over/no 'done yet' but it feels very basic. Y...
-
Out with one Dungeons and Dragons project, and into another. This time I am focusing on the main NPC of Dungeons and Dragon's 2016 Curse...
-
collection of sketches i've been working on this week for practice, newest to oldest Bellatrix, the Reborn - Art Fight Reference Test (...






.png)











.png)













