Showing posts with label Common. Show all posts
Showing posts with label Common. Show all posts

Thursday, July 23, 2026

Final Delivery

 


These show the bulk of my contributions to the project. I think the part that can definitely still use more work is the dress shader I made. I am not much of a 3D artist so I kind of approached it like a VFX artist. I used panning textures and bump offsets to create glitter effects and transparency. 

I am most happy with how the veil turned out. It looks great and I was able to solve all of the technical problems that popped up. 


Most of my files fit into this screenshot on P4V

Tuesday, July 14, 2026

Sprint 5 Reactive Veil and Spaghettification

 


These first two videos show my new addition to the veil that reacts to collisions. This caused many problems because I was not familiar with how collisions worked in Unreal and there were many layers of bureaucracy that made fixing the problems difficult. Removing the geo of the old veil I had to get both the modeler and rigger to push changes. Another person's work was causing my work to fail and I did not know why. 
But now the veil works. The small particles die when they collide. There is now an invisible ring of colliders that spawn particles when they collide with the environment or the characters. 

I also added the spaghettification VFX onto the different shots in sequencer. 

All of my files in p4v. 



Tuesday, June 30, 2026

Sprint 4 Spaghettification VFX

 


I had the opportunity to take on the spaghettification VFX between the two characters. This was a fun challenge for me. I learned more about using index of refraction in the material graph and the rotate around point node in Niagara. For index of refraction I previously was never able to fade the edges so that the distortion sphere fits into the environment. This task gave me the chance to dig a little deeper and understand how the index of refraction setting works in the UE material. Rotating sprites around points is actually a pretty involved process if you want the effect to be organic/realistic looking.


My work in Perforce.

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

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. 

Thursday, November 13, 2025

B Stage VFX

This week is mostly focused on refining and adding logic to VFX. I also create an outline shader that ties the visuals together. I modified the eyes to be brighter with smaller pupils. The eye VFX also increases in spawn rate based on distance to the old man. I also refined previous VFX based on feedback and exposed more parameters for easy editing.








 

Thursday, November 6, 2025

High Res Meshing - 'C' Stage

 


Created eye decal vfx on the walls. The eyes are spawned in by invisible plane meshes colliding and creating a collision event. This collision event spawns in the eye decal. 
This was inspired by the Place Particles on Depth Buffer GPU, but this node did not have the functionality to copy the normal vector of the object it spawned on for the sprite orientation. The eye decal solved this issue. 


I also added in logic to initiate and intensify the insanity effect based on distance to the old man. 

I also exposed the controls to the insanity intensity and the Spiderverse shader in a Material Parameter Collection. I could not figure out how to add the controls to the post process volume itself, but this solution also combines the two into one place. Before, the two parameters were in different post process volumes. 





Thursday, October 30, 2025

Protomeshing Phase "D"

 

Comic Book Post Processing Effect - Highlights become halftone and shadows become a hatch texture. By isolating the highlights and shadows of the lighting with scene texture: color and desaturating to black and white, I could mask halftone texture and hatch texture to recreate a comic book effect.


Prototype Blood VFX
Activating a sequence of Niagara Systems connected to the bones. Will iterate in the following weeks.

Thursday, September 25, 2025

Use Of Perspective

 

Final Render















Blocked Out In Maya














Sculpt in ZBrush













4k Resolution in ZBrush













4k Resolution in Photoshop

Find Edges to Create Base Lineart

Thursday, September 4, 2025

Final Delivery

  These show the bulk of my contributions to the project. I think the part that can definitely still use more work is the dress shader I mad...