This week I focused on improving the foliage, placing the cards using a MASH network in Maya and improving the texture on the hedge itself to blend it in better with the cards. I had a little extra time, so I went ahead and added the emissive light spheres from the original concept.
Monday, July 21, 2025
Wednesday, July 16, 2025
Common Art Sprint #5 Deliverable
This sprint I focused on a second pass of textures for the chu-daiko drum, adding more hand-made elements and wear particularly on the wood and the leather. I'll be reworking the metal piece in the middle, as well as the kashi, in these upcoming two weeks.
Monday, July 14, 2025
Portfolio Project 3 - Start
My goal for this portfolio project is to revisit the Valekin fountain I began for the first project. At this stage in the game I had wanted to try to improve the foliage, and while some of this is due to exhaustion and burnout, I'm really not satisfied with what I have. I clearly need to do more research into stylized foliage, because this isn't remotely where any of this should be.
My plan is to research stylized foliage and improve the water shader; I have two video tutorials I'm going to watch and take notes on.
Monday, July 7, 2025
Artist Research Project - Handpainted Textures
I've made a PowerPoint for presentation purposes, but I also have a Google Doc full of my more detailed notes from various sources here.
Portfolio Project 2 - Final
I didn't get this to the quality I really wanted by the time I wanted to, but considering my goals changed last week, I'm happy with what I managed to accomplish in the time I had—it's certainly farther than I had gotten with texturing this before!
Wednesday, July 2, 2025
Common Art Sprint #4 Deliverable
The goal for this sprint on the Gods of War project was to have game-res topology with a preliminary bake. I achieved this for the drum, though not for the drum stick, which has been scaled back in complexity to accommodate most of my effort being put into the drum.
Monday, June 30, 2025
Portfolio Project 2 - Third Check
This week, my goal was initially to focus solely on handpainting the metal of the revolver, but my goals have since shifted. I finally bit the bullet and purchased a 3D modelling and texturing course from VSquad, one of the art outsourcing studios that works with Airship Syndicate on Wayfinder, and I have to say it was definitely worth the investment—but it also meant my scheduling goals shifted around a little bit and I had to restart my procedural textures. The good news is that this affected both my metal and wood, so I can work on them concurrently, and I think I can still be on track to finish the handpainting by next Tuesday. I also took plenty of notes, so between this and my earlier research I have almost 20 pages of documentation for the research project.
Portfolio Project 3 - Mid Check
This week I focused on improving the foliage, placing the cards using a MASH network in Maya and improving the texture on the hedge itself t...

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This is the baseline workflow we're going to use to attempt to emulate the texturing style of Hyper Light Breaker. To start, I highly r...
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I redid the topology and the bake on this and then textured it. It's 11:15 and the Camera Sequencer in Unreal is still fighting me. sen...
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This week's assignment was to sculpt a hammer in ZBrush. I have no experience with hard-surface modeling or sculpting in ZBrush (not wi...