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













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.






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 ...