High Res Meshing
Manas Venkatesh FIEA Art Blog
Monday, October 12, 2026
Thursday, October 8, 2026
Week 06- Use of Composition
CONCEPT ART - PROPS: BED AND SIDE TABLE
I took inspiration from the Victorian era, particularly its ornate wooden furniture, intricate carvings, pointed arches and decorative detailing. The tall four-legged structure gives the bed a grand appearance, while the flowing curtains soften its silhouette and make it feel cozy and sheltered. The hanging stars, crescent moon ornaments and layered blue curtains give the bed a dreamy quality, as though it belongs to a child.
I then build a small scene around it and added magical elements like muted light dots around the scene inspired from Hollow Knight!
PROCESS
Perforce Submission
Monday, October 5, 2026
Thursday, October 1, 2026
Week 05 - Use of Basic Lighting
Perforce Submission
Tuesday, September 29, 2026
Basic Rigging
I then added controls and made sure to freeze transformation on them. I matched transforms of the controls with the joints and froze transforms again. I then parented the controls to follow the hierarchy. Finally, I constrained the controls to the joints and made the character move by the controls.
Before Skinning
After Skinning
After adding Controls and Constraints
Monday, September 28, 2026
Module 2 Week 05 Crates And Barrels Project (Final Display)
For this assignment, I textured the game-resolution (low-poly) mesh by first baking the details from the high-poly mesh onto the low-poly game-ready mesh in Substance 3D Painter. This allowed me to retain the high-poly model’s surface details while keeping the final asset optimized for real-time use.
After baking, with the help of my ID map, I created and applied multiple materials to the asset, including dark wood, light wood, worn metal, rust, oxidation, and surface damage. I used masks, generators, grunge textures, and color variations to build up the materials while trying to closely match the reference image in terms of color, wear, roughness, and overall appearance.
Once the texturing was completed, I exported the required texture maps from Substance 3D Painter and brought the game-ready asset into Unreal Engine. I created the material using the exported textures and set up a small presentation scene with lighting and a Post Process Volume to improve the final look of the asset.
The final stage involved adjusting the lighting, environment, shadows, and post-processing to present the textured game asset in Unreal Engine.
Thursday, September 24, 2026
Module 3 Week 07 Orb Bridge Project (High Res Meshing | Game Res Meshing)
High Res Meshing Reference Poly Paint Game Res Meshing Baking in Substance Painter Perforce Submission
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CONCEPT ART - PROPS: BED AND SIDE TABLE I did the concept art of the bed and a side table in Wendy's room from our game. I took inspira...
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For my Blueprints project, I created a door that opens based of plyer interaction. I developed a door Blueprint that allows the player to op...





































