Tuesday, June 16, 2026

Sprint 3 | Second Pass for Black Hole Character

 

For this sprint I worked on developing the shaders for the character, I also implemented them onto the updated character mesh. 

The new work I added is updating the veil to be more particle based rather than mesh, Updating the dress to have a custom glitter and adding a fabric look, and fixing the skin star panning to work on the updated meshes.

Sprint 1 to Sprint 2






Tuesday, June 2, 2026

Sprint 2 Soliloquy of Stars


I created the first pass for the character. I needed to create a skin shader that takes in color maps. I added a circular gradient so that the color changes from the center toward the arms and legs. I also created a dress material that goes transparent where it's needed. The head, veil, and falling stardust VFX were all adjusted from before to fit the new visual development of the character.

All my textures in the source folder for art assets.

My materials, systems, and textures in the project.

Wednesday, May 20, 2026

Sprint 1 Richard Huang

Worked on the skin shader. First pass is just a fresnel and a circular gradient to get the general colors. This is not the final look, just what I can create with my shaders, it can be easily be tweaked to fit the art direction. 
I need to work more on add more detail and movement within the shader. 

Video showing the exposed parameters to create each one. 

I also created a master vfx material that allows for panning, erosion, UV manipulation, and more.



Files in Perforce

Tuesday, December 9, 2025

Tech Art Fall Project

 


Tech Art Fall Project. Visualization of potential gameplay for capstone game. 
Lightning impact VFX created in Unreal Engine. 

Breakdown of Iterations

Monday, December 1, 2025

Stage A Eyes Final and Blood Updated

 





Made Blood VFX that spawns decals when colliding with objects. I created blood trails by removing the delete when colliding, so that the blood particle rolls on the ground and spawns longer decals on the floor. I created all the materials and textures to make the blood particles and decals.
Updated Eyes with new look and move when player moves. There is a bug in the code. The eyes should follow the player, but since the decals are randomly oriented, only about 1/4 of the eyes follow the player. I also updated the eyes to have a little bit of white. 

Sprint 3 | Second Pass for Black Hole Character

  For this sprint I worked on developing the shaders for the character, I also implemented them onto the updated character mesh.  The new wo...