Thursday, January 26, 2023

Lighting Workshop Module #3

 The first thing I did was take this dog scan into substance and generate UV's. Next I decided that I wanted to make my dogs resemble a brand new copper statue.

Close up shot, emphasizing the scratches on the material.

 I found hex code online for a copper color I liked and piped it into my vector3 node. I added a texture sample to give the statue natural grooves and imperfections while still seeming new to make the statue pop. 




Thursday, January 19, 2023

Lighting Workshop Module #2

First lighting scenario with an outdoor HDRI, a grey infinity wall and a 154 focal length lens.



This second shot, I changed the material on the infinity wall to white and the exposure on the directional to a lower value.




Playing with composition and light values.



Tuesday, January 10, 2023

Lighting Workshop Module #1

 Here is my black and white render. I started with the key and fill, then added the dome and back lights, adjusting as needed. 



And my colored light render featuring red for key, green for fill, and blue for rim/back.





I had a total of 5 lights in the scene. I wanted to try for 4, but ended up needing 2 back lights to get the effect I wanted.






Thursday, December 1, 2022

Week 15 VR Interactive Characters (Final Pass)

This week, I worked troubleshooting issues with Perforce and cleaning up the problem files in our project.


I also added music to the game, set up a few lights on top of Zach's base and set up colliders on Dr. Frank.


I set up and tested the doctors animation state machine and got all of the states working.


I set up the Character Pawn Blueprint with a beginning and an end overlap node. 

Close up example of the Character BP nodes.



Tuesday, November 22, 2022

Week 13 VR Interactive Characters (Clean Pass)

 This week I updated our character rig to fit Aimee's re-topologized character based on some suggestions I gave her. I added a name to the control rig, re skinned, and added some groups on the controls for easier animating. 

I troubleshooted issues on the Characters textures and put got them into engine. 

I also added a fire vfx into the fireplace of our characters office. I used a Niagara Emitter and System.

I had a bunch of iterations submitted into Perforce. 





Thursday, November 17, 2022

Week 12 VR Interactive Characters (Proxy Pass)

 This week I worked on creating an FK rig for our Dr. Frankenstein interactive character. I kept his body and head fairly simple, but rigged his fingers for optimal bendability. For the next pass I plan to refine the rig by make the weights perfect, creating more interesting controllers and maybe adding some driven keys for more time efficient animation.



I also set up his assets in Engine and went over some geo update requests with Amiee for the final skin.









Monday, November 14, 2022

VR Week 11: Hands and Props

 The first thing I did this week was reskin the crab claw to accommodate for new topology on our final model. 


 I worked with Aimee to troubleshoot issues and implemented the textures in game. I worked with Zach to fix the rotation of our hands in game and get our assets working properly with physics, and touched up our animation blueprints with what animations we had done.

I also made an effect inside of Unreal, using a material and a mask to create a pulsing signal ring effect. I put it into a blueprint with the remote control.














Final Presentation: Howl's Moving Castle

 Final Presentation: Howl's Moving Castle For this last turn in, I worked on implementing animations that Marshall created using my cast...