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













Sunday, September 13, 2026

Crate (High Res Mesh)

I decided to remake my crate in order to get some of the details on the sides more accurate, and overall, I'm pretty happy with that decision. I used the orbs brush set in order to get some of the finer details as well.







Thursday, September 10, 2026

Use of Silhouettes

Here are some silhouettes I made for our game, South of Inferno. For Dante I wanted the vibe of just a guy, no one really special. For Satan I mostly leaned into a sharper fee; though. E and H utilizing spikes to make him feel icy.






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





Monday, September 7, 2026

 Crate Block Out

This is the block out for my future crate, I wanted to go for a slightly rounded cartoon-y vibe for mine. I plan on further exaggerating it as I continue to work on it. I first created the basic shapes in Maya, mostly using the extrude and bevel tools, and then I threw the model into Zbrush to push things around to get them exactly how I wanted. 

These were rendered in Unreal, in which I spent over an hour trying to get the wireframes to cooperate.


Thursday, September 3, 2026

 Common Art - Use of Reference


For our game we were given the art style of South of Midnight, and the story Dante's Inferno. I had the Environmental reference board to make.

We are making 3 zones that all have distinct environments. A storm, a forge, and a frozen landscape, with our props and designs combining an ancient Greek feel, along with gothics architecture, and we're focusing on mainly using stone as a material.



Tuesday, September 1, 2026

 Animation Project 1


For my animation project I decided to make the bouncing balls, as it's my first time doing 3D animation. It took me about four tries to get used to Maya's animator, but eventually I got to something I was decently happy with. 

https://www.youtube.com/watch?v=j9Hrgbi6LrQ&feature=youtu.be

https://www.youtube.com/watch?v=Do3rkdGJlB8&feature=youtu.be




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 ...