Thursday, November 6, 2025

Week 11 - High Res Meshing - 'C' Stage


 Showcase Blueprint



 Interaction Blueprint


Floor Material & Fancy Pillar






 Witch Character Sculpt


Wednesday, November 5, 2025

Week 11 - Classes

Final Product



Final Product


Trouble shooting

Overall I started to understand classes and how their structure worked after a few failed attempts using the base code strucutre I had used previously, its part of the process for me. However the difficulty of the assignment was largely based on how to nest the objects, in what order, and with how many functions I needed to get things to work properly. A lot of functions rely on other functions in a complex webbing that was hard to really understand, even while I was working my way through it.


Perforce

Audry 2 Pumpkin Printing - Halloween Special

 Viewport of Lychee Slicer
Estimated: Print time 6 hours 30 minutes / Actual: 7 hourts 20 minutes
Unoptimized versus optimized slicing



Work in Progress Images


Final Prints



Monday, November 3, 2025

Week 11 - Assignment Cannon Project - High Poly Sculpt

Beauty Shots



Reference



Known Critique


I sent a slightly earlier WIP to some other 3D modelers for critique. Majority of it revolved around where the large cracks in the barrel of the cannon and how they didnt make sense for their location.
There are certain cracks that either I think don't make sense or just should be more defined. I think they need to be smaller, thinner, or deeper - but currently they're like a weird in-between that just looks a tad strange.

Also, I don't know what it is but the perimeter area just looks a bit off to me. IDK if it's a separate subtool, but the transition from one to another just looks strange 
I'd also think about 
  1. where the wear would be realistically happening during the formation or creation of the object
  2. where the object is typically resting
  3. realistically where the object would be hit by something, and the severity that it would be hit by something. 

Origionally, I followed along with the reference, but given the critique I will most likely smooth them out in the next step and adjust the cracks to stick closer to the metal straps.

Extra


Friday, October 31, 2025

Houdini Workshop #1 & #2

These workshops are all about learning the basics of houdini, user interface, basic node set up, and how geometry interacts - the program is suprisingly easy to pickup after knowledge in Substance Designer and Unreal Engine. 

Unreal Engine / Houdini





Material Network



Thursday, October 30, 2025

Week 10 - Initial Block Out - 'D' Stage

Witch Player Model
Maya Wireframe / Zbrush Sculpt / Substance Texture / Reference




Lion Enemy Model & Rig
Zbrush Sculpt / Maya Rig


Perforce





Wednesday, October 29, 2025

Week 10 - Functions & Data Types

 Final



Prompting
Base Number / Depth Level



Troubleshooting

A lot of the problems I had in this assignment were largely the mixed language of the assignment page, utilizing 'soldiers'/'units' instead of descriptors as well as my general lack of understanding when it comes to tuples. I think I have a general understanding of how they work after this project, but I dont see much immediate use for them outside of 'nice to have's in terms of project utility.

A specific problem I had was a lack of understanding in how to create a double nested tuple and where to apply the colour/randomize shape nodes. I think this general code works for it's purpose but can be streamlined later on.



 Perforce



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...