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Final Prototype Pass

At the moment, there is overlap between our Prototype Pass and Meshing Pass. All of our mechanics have been finalized, for the most part,...

Putting It All Together

Today was our second presentation to the class. Yesterday, Mika and I had spent the night working on trying to put all the mechanics (the...

Blockouts

After laying out a working asset list, I dived into creating the blockouts for each of the assets. It proved to be more time consuming...

Character Sculpting

Here, I Sculpted Peregrine. In ZBrush, I defined the face to a point where it was recognizable as the character from the concept art,...

Unreal Engine Pipeline

After our presentation to our class, one of the biggest critiques we received was the lack of a strong pipeline. We agreed and did...

Character Modeling

I began the base Model of Peregrine, the Player Character. The base Model is simple, just enough to create a abase for sculpting. I try...

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