Showing posts with label Tech Art. Show all posts
Showing posts with label Tech Art. Show all posts

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. 

Friday, November 28, 2025

HW 13 Procedural Geo Gen

 Reads a json geometry file, generates geometry based on coordinates of vertices and outputs a random unique color for each country.


Tuesday, November 11, 2025

Inheritance

 


Made this gosh darn shape using inheritance and custom python modules. 

I would show you the code but that is confidential info that could be used for nefarious purposes in this cohort or future cohorts. 
I would be glad to help if you need. 

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.

Wednesday, October 29, 2025

Houdini Week 2

 












Created code to spawn units of objects with different color, shape, and rotation. 

The number of units is based on the number of shapes within each unit. 

Monday, October 6, 2025

Animation State Machines

 

2 Different Jump Variations Depending on Movement


IK Retargeted the Animations

Simple Jump Logic






















Blendspace for Locomotion

























Animation Blueprint

Monday, September 29, 2025

Game Animation Tech Art

 


ROM Animation Left, Mixamo Animation Middle, Stylish Animation Right

Character Rigged in Maya and Setup in Unreal

Mixamo Character Setup



2nd Mixamo Character Setup

ROM Animation in Maya

Dive Animation in Maya




Retargeting Animations



Thursday, September 18, 2025

Basic Rigging

 












Creating the Skeleton












Weight Painting Each Joint












Adding the Controllers


Controller Structure




Thursday, September 11, 2025

Tech Art Homework 4 Blueprints


Spawning balls when an actor enters the trigger box.

Holding and releasing G will cause the ball to turn red and wiggle. 



Scene in the screenshots folder





















Large ball material+blueprint that changes color and wiggles. 

Also a timeline





















Blueprint to spawn balls with random translation and scale

Wednesday, August 20, 2025

Butterfly Sword Trail

 Sword swipe and impact VFX. Created to be easily modified and implemented to fit different animations. Can be added into any animation in Unreal with 2 sockets added into the skeleton.



First Tech Art Post

 


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...