Wednesday, November 12, 2025
Week 12 - Inheritance
Tuesday, November 11, 2025
Week 12 - Assignment Cannon Project - Creating High Resolution Sculptures In ZBrush
Monday, November 10, 2025
Week 12 - Art Style Guide
I continued to use the POLYGON's Sci-Fi City Pack to create a version of the environment in the lower sector with a pocket of the rich upper crusts invading. These scenes were meant to focus on how we could visually convey the difference between the two communities. The lower sector was focused on brutalist architecture as well as taking inspiration from street vendors and what kind of props might be outside their stalls.
The second version involved introducing small bits of nature to the scene, within Regradable, nature isnt taking over the land, but rather being slowly reintroduced into a world that forgot about it. As such, unlike games like Horizon Forbidden West or The Last of Us where nature is reshaped into human communities or retaking the land, we are seeing it in it's infancy.

Thursday, November 6, 2025
Wednesday, November 5, 2025
Week 11 - Classes
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.
Audry 2 Pumpkin Printing - Halloween Special
Estimated: Print time 6 hours 30 minutes / Actual: 7 hourts 20 minutes
Monday, November 3, 2025
Week 11 - Assignment Cannon Project - High Poly Sculpt
Beauty Shots
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
- where the wear would be realistically happening during the formation or creation of the object
- where the object is typically resting
- 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.
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...






















