Thursday, June 11, 2026

Portfolio 2 Start

 

1. Project Sign-Off

 Approved project / sign-off screenshot. Here is 



This is the approved concept for my Portfolio 2 project. I will be sculpting this character in 3D.

2. Gather All References and Research

Add image here: Clean 16:9 PureRef reference board




This PureRef board includes my main concept, skin references, Photoshop proportion guides, and AI character sheet. These references will help me understand the character’s forms before sculpting.

3. Research






4. Schedule













Monday, June 8, 2026

Portfolio 1 Week 4 End

 

. Project Sign-Off

 Approved project / sign-off screenshot. Here is Grommel the Conqueror 

This is the approved concept for my Portfolio 1 project. I will be sculpting this character in 3D.

2. Gather All References and Research

Add image here: Clean 16:9 PureRef reference board



This PureRef board includes my main concept, anatomy references, hands, arms, feet, skin folds, Photoshop proportion guides, and AI character sheet. These references will help me understand the character’s forms before sculpting.

3. Research

Add image here:


Video link: Sculpting Philosophy and Techniques: Adobe Substance 3D Modeler & ZBrush Demo with Gio Nakpil

This video relates to creature sculpting, anatomy, and form building. I will use it to help with the blockout and larger body shapes.

4. Schedule



.

5. Details

















Wednesday, June 3, 2026

Sprint 2#


 For Sprint #2, my assigned task was to continue working on Sol, one of the love interests in our short film In Plain Sight. During this sprint, I focused on fixing Sol’s body proportions and updating her clothing so the model better matched Jocelyn’s reference.

I adjusted Sol’s proportions by lowering her waist and slightly thickening her legs, which improved the overall silhouette and made the character feel closer to the intended design. I also fixed and refined all the clothing in ZBrush, ensuring the pieces fit properly on the body and more closely matched the reference.

After making these updates, I added the new Sol sculpt to the Unreal project to check the scale and overall look in the scene. This helped me make sure the updated model felt consistent with the project’s environment and was ready to continue developing in-engine.


Added my 3d high poly  Part 1 character model  to Perforce 






Sol Character PureRef Board



Kaui Base mesh 




Fixed the body 



Different angles 





  




Added Sol to the Unreal project/Check the scale 


Monday, June 1, 2026

Portfolio 1 3rd Critique Grommel the Conqueror

 

1. Project Sign-Off

 Approved project / sign-off screenshot. Here is Grommel the Conqueror 

This is the approved concept for my Portfolio 1 project. I will be sculpting this character in 3D.

2. Gather All References and Research

Add image here: Clean 16:9 PureRef reference board



This PureRef board includes my main concept, anatomy references, hands, arms, feet, skin folds, Photoshop proportion guides, and AI character sheet. These references will help me understand the character’s forms before sculpting.

3. Research

Add image here:


Video link: Sculpting Philosophy and Techniques: Adobe Substance 3D Modeler & ZBrush Demo with Gio Nakpil

This video relates to creature sculpting, anatomy, and form building. I will use it to help with the blockout and larger body shapes.

4. Schedule



.

5. Details













Monday, May 25, 2026

Portfolio 1 Mid Check Grommel the Conqueror

 

1. Project Sign-Off

 Approved project / sign-off screenshot. Here is Grommel the Conqueror 

This is the approved concept for my Portfolio 1 project. I will be sculpting this character in 3D.

2. Gather All References and Research



This PureRef board includes my main concept, anatomy references, hands, arms, feet, skin folds, Photoshop proportion guides, and AI character sheet. These references will help me understand the character’s forms before sculpting.

3. Research

Add image here:


Video link: Sculpting Philosophy and Techniques: Adobe Substance 3D Modeler & ZBrush Demo with Gio Nakpil

This video relates to creature sculpting, anatomy, and form building. I will use it to help with the blockout and larger body shapes.

4. Schedule



.

5. Fixed Blockout

I fixed up the ZBrush block out and a few more shapes around the mouth and eye area









Sculpted and merged PBR Renders



6. Unreal Primary Shapes 





Wednesday, May 20, 2026

Sprint #1 Delivery





For Sprint #1, my assigned task was to model Sol, one of the love interests in our short film In Plain Sight. I started with the base woman mesh Kaui provided and focused on adjusting the character’s proportions to better match Jocelyn's reference. This included modifying the overall body shape and silhouette to bring the model closer to Sol’s intended design.

After refining the base proportions, I began creating Sol’s clothing in ZBrush. I worked on blocking out and sculpting the main clothing pieces, making sure they followed the character reference and fit properly on the body. I also brought the model into Unreal Engine to check the scale and overall look in the scene. This helped me make sure the character felt consistent with the project’s environment and would work properly once placed in-engine.

Added my 3d  chacrter model Blockout to Perform  








Sol Character PureRef Board






Kaui Base mesh 






BlockOut of the Sol Character 
Modified mesh by Me 



Diffrent angles 


  

Ref Match

 





Added Sol to the Unreal project/Check the scale 





Thursday, May 14, 2026

Portfolio 1 Start Grommel the Conqueror

1. Project Sign-Off

 Approved project / sign-off screenshot. Here is Grommel the Conqueror 

This is the approved concept for my Portfolio 1 project. I will be sculpting this character in 3D.

2. Gather All References and Research

Add image here: Clean 16:9 PureRef reference board




This PureRef board includes my main concept, anatomy references, hands, arms, feet, skin folds, Photoshop proportion guides, and AI character sheet. These references will help me understand the character’s forms before sculpting.

3. Research

Add image here:


Video link: Sculpting Philosophy and Techniques: Adobe Substance 3D Modeler & ZBrush Demo with Gio Nakpil

This video relates to creature sculpting, anatomy, and form building. I will use it to help with the blockout and larger body shapes.

4. Schedule



.

5. Blockout

Add image here: ZBrush Blockout








This is my first full blockout of the character. I focused on the main shapes first, including the body, head, belly, arms, hands, legs, and feet.

6. Unreal Blockout






Your blockout is not complete until it has been implemented in Unreal Engine. This must include:

At least one saved camera position

Temporary mid-grey materials

A first pass of lighting

This Unreal screenshot shows the character blockout in engine. I used it to check the scale, silhouette, material readability, lighting, and presentation.

7. Next Steps

Next, I will refine the blockout and prepare for the high-resolution sculpt. I will focus on improving the arms, hands, feet, belly, skin folds, and overall silhouette.







Portfolio 2 Start

  1. Project Sign-Off  Approved project / sign-off screenshot. Here is  This is the approved concept for my Portfolio 2 project. I will be s...