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. 

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.


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...