Tuesday, October 13, 2026

Tech Art - HW7


For this assignment I used a goat man and animations from Mixamo, and wanted to figure out how to make a jump linger on fall until it reaches the ground again. I think I got it to work successfully but I'd like to clean it up a bit more.









Thursday, October 8, 2026

South of Inferno - Use of Composition 

For this assignment I faced the challenge of getting half of Satan on screen, as well as a very tiny Dante. I also had the challenge of drawing ice, which I'm still not entirely happy with, but I'm pretty ok with it.

I shifted Satan around a bunch until in the sketch until I was happy with where he sat and used his wings to frame him and Dante. Dante got moved around a bunch too.

When lighting him I used multiple different highlights of blue to build a frosted effect, and a red rim light on the inner parts to make him still visible in the darkness.


Sketch



Lines



Color



Lighting





Tuesday, October 6, 2026

 Tech Art - Homework 6

For this project I hit a problem when retargeting, and had to change the target poses in the retargeter. One model was in an A-Pose and one in a T-Pose, so you have to adjust them to match for the animations to transfer over correctly. (Thanks to Trevor for pointing me in the right direction for that :D)


Busting a Move



Callisthenic Poses



IKs



Retargeting



















Monday, October 5, 2026

Common Art - Use of Basic Lighting


For my color scheme for this version of Satan I was inspired by crabs, and decided on using a mix of red, orange, and yellow. I also used a deep reddish purple for shading. 

I thought the red would stand out against the blue ice he's going into, and create a nice gradient effect. I also re-lined our other version of Satan for this project.







 

Tuesday, September 29, 2026

 Tech Art Homework 5 - Rigging

For my rig I chose this big guy, and the biggest challenge for him was mostly weight painting. I tried to get his movements to be as smooth as I could. 

For his controller set up I used offset group and used circles that I color coordinated and made into different shapes. The pelvis and head are marked with yellow, and each of his limb starting points are marked with blue.

The rig + controls



The boy moves yay!

What my controls look like








Saturday, September 26, 2026

 Wizards


These are a bunch of wizards I designed for RPP. They were all a first pass design as I didn't have time to concept art a bunch of designs for them, and I'm pretty happy with how they turned out.

I had my teammates all give me a word, and then based their design off of that word.










 Crate Final Renders

Here's the final bake and textured version of my crates. To get a cleaner bake I actually went back and adjusted the models just a bit.

For the textures I actually used quite a few gradients to get the specific color I wanted for the wood. Making the crate darker at the edges and bottom, and lighter in the middle.



Render of my crates in Unreal



Beauty Shots from Substance Painter





Wireframes








Thursday, September 24, 2026

 South of Inferno - Character Value and Contrast

For Dante and Satan I really wanted to emphasize the direction of their shape language. A lot of Dante's features and clothes all point downward, where Satan's primarily points up. This makes Satan a lot sharper than Dante and in my eyes makes him seem more dangerous.

As for the designs themself, Satan was inspired by crabs. I wanted him to have a organic armor-like situation going on and that just made me think of a crab's carapace. For his wings, based on Christian's instruction I made them upside down. I also gave him two sets of smaller malformed wings which I imagine are mangled from having to bust through the crab-like carapace to be free. 

For Dante, I looked at paintings depicting Dante to get a vibe for his appearance and outfit. I wanted him to look scholarly and kind of sad, and worked in a pair of ye olde glasses.


My linework for Dante and Satan


The greys

Finished Product






Tuesday, September 22, 2026

 Tech Art - Intro to Blueprints


For my blueprints I decided to make a haunted anchor. I made a dissolving material which is activated with G, as well as a simple particle system activated with a volume.


Here's a video of my blueprints in action:

https://www.youtube.com/watch?v=YGV3wFL4lSk&feature=youtu.be


My blueprints and added assets in engine



The blueprint which is activated with G



The volume activated blueprint










Monday, September 21, 2026

 Crates and Barrels (Game Res Meshing)


For this assignment I remade the low poly mesh in Maya, and tried to fix up the UVs. I haven't done a lot of UVs and have never been particularly good at them, which has always made baking a pain. But here it came out a bit better than usual, so I'm pretty ok with it.




Here's my first shot at test baking the crate.



Friday, September 18, 2026

 Use of Basic Shapes

I was tasked with blocking out the six-armed version of Satan for my block out. For pretty much every shape that he's made out of I started with a cube with I beveled and extruded into more complex shapes.




Tuesday, September 15, 2026

 Basic Lighting & Materials


So for my project, I originally saw the ruined buildings and thought to go for something spooky. I also just like spooky things. So I took inspiration from Bloodborne's fishing hamlet and decided my colors for the lighting would be green primarily, with yellow for lights and a blue tint to shadows. 

The problem is, is when I turned off my green tint I found that I liked this version as well. So now this an example of how colors and lighting changes a scene.

For this I mostly worked with post-processing to make the scene dark and moody and also colorful, keeping the sun disk out and expanding it to get a cooler effect. I used volumetric fog to create a low fog over the town and highlight some of the beams from the moon. I also created a material to add stars to the skybox, because I felt like an empty sky was a bit lacking, and also used it to add some shadows to the moon. In each of the houses I included blue crates and boxes, which match either version of the scene and could be used for breakable objects. Thanks to Christian I made a material instance to adjust the clouds more, and I think it worked out pretty well.


My first lighting set up which leans toward a spooky lovecraftian town.


Without the green it turns into a rather pretty sleepy town.


Here's some split images.





My original reference for this scene, although I wanted to use brighter colors


My Skybox Material

Flickering Light Material













Tech Art - HW7 For this assignment I used a goat man and animations from Mixamo, and wanted to figure out how to make a jump linger on fall ...