Monday, February 2, 2026

Venom Bust Pt 3: First Bake

 First Bake





Wireframe: 21k









UVs










Reference




Here is the test bake for the Venom bust! Turned out pretty good! Still gotta fix some faceting that seems to show up only in IRay... maybe adding more edge loops? And need to touch up the teeth as well since I was trying to aim more for the 2XKO polycount and all of it really ended up there. I removed as many unseen polygons as best as I could as well to reduce it a bit but, work for this next week.

I also plan to add the drool once all of it is done! It's pretty much half-made already in Zbrush, I just need to figure out how to make something like that low-ish poly to fit with the rest of the head.

Monday, January 26, 2026

Monday, January 19, 2026

Venom Bust Pt1: Blockout/Secondary

Blockout



Intro to Secondary/Tertiary



Spotlight Reference in Zbrush



PureRef Board





Thursday, December 4, 2025

Final Project Post

Stylized Cannon


High Poly










Low Poly



Final Res: 13.1k


Textures









The Yamato



Low Poly
























High Poly

Final Res: 37k




Textures











Final Res: 37.1k











Monday, December 1, 2025

A Phase

  

In-Engine




Asset Zoo




























Some Tri Counts



Textures

Substance Designer

Checker Tiles












Wood Floorboards















The Texture that Got Away














Photoshop







Substance Painter





































Reference



















Perforce:






Final Thoughts:

   There it is. The Penthouse. I'm sure if I had more time I could've made all the props even more awesome, but I am pretty happy with what I have now. Studying the Spider-verse style, I learned more about how careful the movie goes when it comes to the different surfaces. Metal and shinier hard surface objects don't use too many hard paint strokes and tend to airbrush and blur colors while low roughness objects like fabric and wood would (aha) tend to use the more comic-booky strokes, hard rectangles and rake linework. I tried incorporating that and updating the existing assets to follow that line of style and thinking and am happy with where that went.
   In addition to updating the assets, I also may have been influenced by both Cyberpunk 2077 and Expedition 33 when it came to research into penthouses (as can be seen in the Reference board). Turns out a real obvious sign of wealth is just gold accents because why not? That, and I paid more attention to how I was organizing the floor and wall textures. That bit was tough since I do not possess an interior decorative bone in my entire body. I had to modify the UVs of the whole room and add a bit of relief to the downstairs to make the transition of the wall to the floor not super jarring.
    I learned a lot on this project I can't deny that. This was my first time making an indoor environment and it really makes me appreciate the work that our level designers did for the project let alone having it as a job. Holy moly, to say the least. 






Industry Review Video