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.
Monday, June 30, 2025
Monday, June 23, 2025
Portfolio Project 2 - Second Check
This week was primarily focused on research, but I did get a chance to revisit the sculpt based on the critique I received previously.
Research document: https://docs.google.com/document/d/18GiG1RO8Q-FTXPxS9JDsJVV7bGPQ-YfbghqtZkNRoek/edit?tab=t.0
Wednesday, June 18, 2025
Common Art Sprint #3 Deliverable
I continued work on the drum sculpt; I tried to get everything done with the high poly, but working with the wood proved more difficult than I anticipated.
Monday, June 16, 2025
Portfolio Project 2 - Start
For this second round of portfolio projects, I'm revisiting the project I began over winter break: the Colt 1851 Navy Revolver in the style of Wayfinder. I want to take my time and focus on learning the handpainted texture work used in that game, but I also want to refine the sculpt on the metal and adjust the filigree; I got some really good critique on my sculpt and UVs from Jade Law, CEO of War Dog Studios, at GDC, and I want to incorporate that into this model as well.
Reference:
Research:
In addition to some tutorials and courses I've found on handpainting textures, I've also reached out to Riley Ribato, a former FIEA student and current Senior Environment Artist at Red Storm. One of my goals is to learn RizomUV; I've had issues with being able to efficiently pack a UV map, and I've heard this software is a good one to learn.
https://www.youtube.com/playlist?list=PL2jNjovf4--59gDLUyxRHAC33ogf5LJ7q
https://www.youtube.com/playlist?list=PLff8S6TAmcOTg_G9z4zMa8bsHhCLgqr9i
Schedule:
Blockout:
Unreal:
Monday, June 9, 2025
Portfolio Project 1 - Final Turnin
I finished up the fountain as much as I could this week. It's still not where I want it to be; my stretch goal is to include some of the light effects in the original concept, and the water shader needs some fine-tuning—but I'm happy to have at least accomplished this much on such an ambitious project.



Wednesday, June 4, 2025
Common Art Sprint #2 Deliverable
I'm on the Gods of War project, an asset showcase of three Japanese gods preparing for battle at a shrine, and I'm going to be modeling a set of war drums used by Dan Giust's raijin character. For this deliverable I'm showing the complete blockout and beginning of the sculpt.
Monday, June 2, 2025
Portfolio Project: Third Check

Common Art Final Turnin
This is the final version of the chu-daiko drums made for Gods of War, the summer project for common art.

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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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One Sticker Set created using the Cricut machine (The artwork must be original; it can be 2D, 3D, or a hybrid.) One Fine Art Print ...
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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...