Animation Blueprint setup exercise. There was a point where state machines made no sense, but they're not so bad once you wrap your head around transition rules. Model an animation from Mixamo.
Animation Blueprint setup exercise. There was a point where state machines made no sense, but they're not so bad once you wrap your head around transition rules. Model an animation from Mixamo.
What an incredibly fun and flexible system! I managed to sneak this into my RPP project as well. Very straightforward setup as long as you are thinking about it from the beginning of the project.
Final renders for my 3D Art boot camp project.
Geometry with VFX applied versus non.
The main main VFX, the swirling energy and pulsing rings are all done in a single shader. Rings are SDF's and do not reference any textures. The cones are done with a scrolling noise with polarized texture coordinates.
Silly little blueprint project for tech art. Standard timeline and interface management. The one cool pattern I learned was how to efficiently tell a game manager about a list of assets. The manager receives a message from each actor to add it to an array held by the manager. Much more performant and consitent than GetAllActorsOfClass.
4k Texture for the body, 2k for the orb.
This week's tech art assignment was to light a precomposed scene. Lighting full scenes is something I have no real experience in. Thankfully my cohort members had my back (thanks Jazz!). I knew I wanted to highlight that mast, so I found a nice pocket for the sun and added some height fog for dramatic effect.
Reference image.
Familiarizing myself with asset management and version control in Unreal Engine. Basic scene assembled with parts from various modular kits and asset packs. Learning Perforce for version control is really unique. It's not hard to wrap your head around, but all the logistics surrounding it make learning quite a fun challenge. Check out the file structure below.
My entrance piece for FIEA. This project was an attempt to make a comprehensive real time rig, as well as learn how to integrate python into my workflow in Maya. Rendered in Unreal Engine 5. Everything was made by me.
Punch Primate has a full face rig, IK and FK switches for his arms and legs, face topology that reacts to where he's looking, and support for the areas of fat on his body.
Throughout this project, I started building out my own set of tools that would speed up my workflow. My methodology was whenever I ran into a thing that I didn't want to do, I'd try and make a script for it. This ended up ballooning my time spent on the project by a LOT. Thankfully I had plenty of spare time. This project was made during my final semesters working at IRSC.
Hi res images and more breakdowns are on my ArtStation.