3/26/26
Sprint 4 Kickoff
For this sprint I was able to work on some more models for our team's game as well as start on the 6th RC car for our game as well. However, if you remember from last sprint, I had some remainder cards I needed to knock out first which was to finish U’Ving the jeep model car and texturing it so that it could be ready to use in game. Let's dive into my Sprint 4 work.
As I mentioned it was important for me to finish the jeep model so that the team could go ahead and implement it in game. So, I made sure to finish UV'ing so that I could go ahead and texture it as well. In the beginning I was having some trouble with my UV shells not being flatten completely 100 percent so inside of Substance Painter I ended up reimporting my mesh a couple of times while texturing until I was happy with how it looked. In the end I was able to create 2 different textured car files that matched our other cars styles, one for each color. I would also like to point out that for each of our cars we are adding a layer on top with a paint brush to give it that cartoony style and feel. I think it definitely turned out awesome and I was happy with it.
As for my other models I was able to do this sprint, I was tasked with creating a bag of chips model along with an actual chip. I was also able to work on some origami pieces that will be assets for our game as well. These included a ninja star as well as a paper football. The last couple models I created were a walkie talkie as well as 3 different building blocks. I created a triangle, square and rectangle for the building blocks. For all of the models listed above I made sure as always to try and recreate it the most accurate way possible. Out of all the models the only ones that were a little hard to work with were the Bag and Chip models. The reason being is that I wanted both of them to have that curvy topology to them without seeming too bulky. In the end however I was able to texture them appropriately and I think that's what made them look nice as well.
Lastly, I began to start working on the 6th RC car for our game. This time around we are pulling inspiration from the classic Skyline sports car. I started my process the exact same way, however I ended up taking a little longer with this car since I wanted to make sure and create all the different lines of curvature that this car has. So far, I am almost done with the car and its features. I think that this upcoming sprint I will work on refining it and getting it ready to UV and texture. I am excited to see how this car turns out as well. See you guys' next time.
3/5/26
Sprint 3 Kickoff
In this sprint I was assigned some more 3D artwork. Just like the previous sprints I worked on creating some more models that could be used for our games background and could serve as pick up items in game as well. Along with that I was assigned to work on our game's 4th Car model which was very exciting and fun to do. Let's dive into how this sprint went for me.
At the start of the sprint, I worked on finishing up the retro handheld console that I had started last sprint. While it seemed like it would be easy enough to wrap this card up, I actually spent some more time on it than I thought I would. The reason being is that when I was UV’ing the model it seemed to have areas where there might have been some bad stretching or distortion of some faces on the model, leading to some of the UV shells not being a 100 percent flat or unfolded. Due to this I had to go back and spend some time finding where on my model the issue was in order to fix it. As soon as I had fixed it, I could finally finish UV’ing it.
After that I worked on creating 2 more assets that would go paired with the retro console model. One of them was a simple 2D sprite I would use for adding it to the screen of the console and the other was creating another 3D model of a game cartridge this time so that it could pair nicely with it. The 2D sprite was easy enough to make inside of photoshop while the cartridge also took me some time to finish it all the way through but in the end everything looked amazing.
After I finished all of that I worked on some more models for our game. All of these models were super fun to make, and I loved how they turned out. Below are the final renders of the models. Each of these models were quick and easy to do due to the fact that they are very low poly.
I also started to work on the car model for our game's 4th RC car. So far, I was able to create the body of the car as well as the wheels and the antenna. The next step would be for me to go ahead and UV it so that I can finally texture it and I honestly can't wait to see what it ends up looking like. The concept for this car was to go off of a Jeep wrangler, so I am very excited for this upcoming sprint to start.
2/19/26
Sprint 2 Kickoff
For this Sprint I had the fantastic opportunity to 3D model and texture our 2nd Car model for our game. This was very amazing to me since it was my first time ever 3D modeling a car. Alongside that I also worked on many new models as well that would be used for our game.
As I mentioned, the first thing I started working on was creating our 2nd car model. The car would be inspired by a classic 80’s version of the Trans Am muscle car. I started by bringing in some blueprints of a factory version of the car into Maya in order to have a scale reference for the intended car model. This included all angles of the car so that I would be able to scale it appropriately once modeled. Along with the car I had to model a separate set of tires for the car as well as a new antenna model for this car. This was relatively easy since the tire only needed to be modeled once and then duplicated.
One of my biggest challenges for this was the fact that I split up the car in 4 parts. I modeled the body, rear, hood and front of the car completely separately and once it came time to combine them, I ran into some minor issues. I found that a lot of my edge loops were not connecting entirely around the car since they had modeled separately which led me to fix them manually.
Overall, by the time I had a good-looking mesh that I and my leads were happy with, I quickly went to UV and texture the model, and it turned out amazing. The car is definitely something I am proud to have worked and provided for my team. I was able to export 2 different versions of the texture file to showcase our red and blue players in game. After this model was complete and done, I moved on to working on my other cards that I had for this sprint. Most of them included creating some more assets for our game’s level design.
I worked on modeling a battery, cannon ball, hardwood floor and some speed panels. As usual when creating these models, I made sure to keep our poly count low since most of these items will only exist in our games background. As soon as the models looked good they all got textured appropriately and marked as completed. The last model I started to work on was the retro handheld console. For the most part the model is complete and all I have to do now is make sure to UV it so that I can go and texture it. That will be my next thing I get to work on this upcoming sprint.
2/04/26 Sprint 1 Kickoff
For this Sprint I worked on creating some awesome 3D assets to be used for our team's project game called Rally Rumble. As one of the team's 3D artists I was assigned multiple cards this sprint that involved Modeling, UV’ing and Texturing and putting them into the game engine. The entire team is motivated and working hard to get our first prototype running as soon as we can, so it was important for me to complete all my tasks.
The first thing I started working on was creating the first rumble arena in which our game will be taking place for our players to battle one another. This consisted of making sure I read and learned both our game’s GDD and ALR to fully visualize what I was going to be making, the same goes for the rest of my cards this sprint. With that being said I started to work in Maya on 3D modeling the arena which consisted of me working with modular pieces. Since the arena would be made up of duplicate models it was important to create them from modular pieces.
Once I had those pieces modeled for the arena, I then took them to UV so that I could start assembling the actual models. I essentially created 2 distinguishable models that looked similar but unique in their own ways so that the Arena would not look repetitive. Once the arena was assembled, I took it to texture with some basic colors and added them into our games project inside of Unity.
The same steps were taken to create my other assets which included the Stadium Seats, the Carpet Floor and the Book as well. Overall, for each of the assets listed above I made sure that during the modeling stage of the process I did not run into any N-gons when it came to modeling them. Making sure of this was crucial so that by the time I started UV’ing and texturing those models I would not come across any major issues.
When it I was creating the model for the carpet floor I went with a cube instead of a flat plane so that there wouldn’t be any texture issues. Overall, this would also grant us the opportunity to properly attach a collider in game for our players to battle upon. I also made sure to make our textures tile so that they could be duplicated and repeated multiple times inside of Unity as needed to fit our arena and it turned out pretty great.
Lastly when it came to creating the book asset, I thought It would be a unique idea if I added our games icon to the cover and calling it our official Racing Manual. Thanks to our team's 2D artist I was able to grab the game icon he had created and simply make a texture to apply out of it inside of Substance Painter. The font was just as easy to apply using a text layer in painter and it honestly turned out fantastic. This is going to be a super fun detail players could see when they are battling it out when it comes to them playing our game's second Arena.
























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