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For this capstone project, our goal was to create a fully developed environment from the ground up, including modeling every asset, sculpting a custom character, performing retopology, texturing, lighting, and rendering. The entire scene, along with the character, was completed within three weeks.
Throughout the process, I encountered many technical and creative challenges that pushed me to develop stronger problem-solving skills. I learned how to manage UV layouts and texture density more efficiently to maintain visual consistency across assets, and how to build more optimized shader networks and materials for a cohesive look. I also explored advanced techniques in light linking and render layering, which allowed for better control and flexibility during compositing.

Working through these challenges gave me a deeper understanding of how different departments, from lighting and texturing to animation and compositing, come together in a production pipeline. I also became more confident using the render farm, managing network submissions, and troubleshooting technical issues along the way.
For the final visual style, I wanted to bring a hand crafted, illustrative feel to the render. I used Rebelle, a painting software that simulates natural brushstrokes, to hand draw over each frame. This added a layer of 2D stylization and gave the piece a unique hybrid look that blends painterly expression with 3D realism. Additionally, all SFX and editing were handled by me, ensuring the final presentation captured the intended mood.