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

Tuesday, September 29, 2026

Basic Rigging

 Basic Rigging


Skeleton

Bones on mesh
I forgot to add the clavicle bones at first, but I got them in there.



Constraints

I tried looking up shapes that others used for their rigs, but there are so many different ones out there!


 I'd say the hardest part of this process was skinning. Especially the hands. Whoever made this model should've separated the fingers better.


Some movement


Texture files directed to ''sourceimages'' folder in depot


Naming conventions


Perforce Proof
 


Tuesday, September 22, 2026

Intro to Blueprints

 

My two awesome blueprints


BP_Crate: G key input will crank the saturation negatively. I included the timeline in this one. I used a vector instead of a float, and made the box go up in space.






BP_coolCrate: When entering the collision sphere, a Niagara system will activate. When you leave the sphere, it will deactivate.



Map and blueprint locations


Perforce Location


Tuesday, September 15, 2026

Basic Lighting & Materials

 

Lighting and Environmental Goals: Mid-day, Overcast, Foggy

I wanted to make it so that the distance is enshrouded by fog and that the water is very opaque. For the first pass, I enabled volumetric fog and tweaked the settings to what I liked. I also made a material instance of the water to make it more opaque and less green. I then opened up the wood materials and desaturated and darkened the colors. I did to make the wood match the dock wood in my reference.




Env. Light Mixer only 



Lighting Pass 


Exterior Shot 1

Exterior Shot 2


I made a material instance for the godrays, pots, chairs, rug, desk, lamps, etc.


Reference I found on Pinterest



Perforce Proof


Tuesday, September 8, 2026

UE5/Perforce Basics: Homework 2

 

 Beauty shot

I found a nice asset pack for forest landscaping called "Stylized Provencal." My idea for this scene was a cozy cottage in the forest. I wanted it to be nice and warm, so I made the time of day sunset. And I don't know why, but a lot of the time, stylized foliage is emissive, so I had to go into the material instances and set the emissive parameter to 0 for a handful of them.


Close up


This is what the scene looks like zoomed out. If it's not in frame, don't worry about it!


Proof of Submission



Module 3 Week 07 - High Poly

Critique from last week: - Edge control - Separate planks - Remove brick from lower down Highpoly Details on surfaces like this is not my st...