Work-in-progress logs, experiments, and behind-the-scenes tech.
Quick study notes on chiaroscuro, sfumato, cangiante, and unione. What each one does, why artists used it, and reference examples being collected.
Notes from building a stylized water material in Blender. This is the setup I used for quick look tests and easy shader tweaking.
Fast proxy blockout to lock composition early, then remodel clean architecture and replace proxies with custom assets.
Notes from following a watercolor shader tutorial: toon base to watercolor breakup to outlines (inverted hull plus grease pencil) to a quick compositor stack.
A small stylized flower build in Blender, focused on clean shapes, readable materials, and a simple toon-style render. Built alongside a paid course, so these notes stay high level on purpose.
Small web scene: roaming sea creatures in near-darkness, revealed only when the flashlight beam hits them.
Quick iteration on grass clumps by toggling components and tuning procedural parameters (age, wind, LOD) for faster scene blockouts.
Prototyped seawall interactions in Unity using Zibra Liquid. Kept tests in small, focused scene layers plus prefab variants to swap geometry, tune sims, and record results quickly.
Replaced tape-measure passes with photogrammetry. Phase 1 used Polycam for fast room scans. Phase 2 used dedicated capture with about 2 mm object-level accuracy. Scans stayed reference only. The RoboCanes lab was remodeled on top of them.