Showing posts with label TechArt. Show all posts
Showing posts with label TechArt. Show all posts

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.









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



















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








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










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













Tuesday, September 8, 2026

UE5/Perforce Basics


I just made a basic scene with some neat looking washed-out lighting, trying to make the scattered elements looks a bit more like a desolate dream landscape. I migrated content from Fantasy House and Ruined Crypt.


Everything submitted into Perforce





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 ...