Thursday, 23 October 2025

Common Art_Week 09 HW - Initial Block Out - 'F' Stage

 For the 'F' Stage, I have created a proxy Medusa_Rig which includes all the basic hierarchies. One technique I used is copy weights: I first weight paint without the clothes, then copy the weights onto the clothes, saving me a lot of time. Of course, there is still a lot to improve. For example: adding extra controls for her dress and creating modular animations for her snake hair.










I have also built a reference board for the FXs we might use in our game, including Water, Wind, Interactive sparks and Fire:


















 This is the perforce proof:





Tuesday, 7 October 2025

3DArt W7HW_Simple Crate and Barrel_Part Three

Last week, I sculpted the crate and created both a high-poly and a low-poly version of it. Then I baked the maps in Substance. This week, I painted over it in Substance, layer by layer.













Then I exported the textures to Unreal and captured a high-resolution screenshot of it.



TechArt W7HW _ Animation State Machines

To begin with, I have set up a blend space to control transitions between differen animations: idle; jog and sprint using a variable (BSSpeed).
















  In the animation blueprint, find the "State Machines". This is where all the magic happens. I have created a loop, starting from Locomotion to  "Hit the Ground"; "FiringRifleLoop"; "BackOnYourFeet" then finally go back to Locomotion. Each state represents an animation sequence, and each transition icon stands for the conditions that required to move on to the next state.












 

These are the conditions, reading from left to right, from top to bottom.





                         





The float variable (BSSpeed) comes from the vector length of character pawn's velocity. The boolean variable (Firing) comes from the boolean (Is Firing) in the Character blueprint.













  In the Character blueprint, the "EnhancedInputAction IA_Fire", which triggers when the F key is pressed or released, will affect the boolean variable "is firing". When implementing this variable into movement mechanic, I am able to stop the movement input when Is Firing equals True. I added another boolean "Is recovering" to make sure that when "Is recovering" equals True, the movement input is delayed by 1.5 seconds.













  Finally, I create a custom GameMode for my character so that I don't need to set it up everytime.










I have recreated the process on the Mutant character, and instead of old animation states, I made him roar at the end of the fighting action.








 I made some changes in the character BP to make this anim cycle a bit more smooth. This logic divides time into repeating segments of 80/30 (AnimFrame / FramesPerSecond). If the current Triggered-Seconds is less than the threshold, it delays by the remaining time until the threshold. If it’s greater than the threshold, it multiplies the threshold by the segment count, then calculates and delays by the difference between that value and the current Triggered-Seconds.













Perforce Prof & Position:




Monday, 6 October 2025

Common Art W7HW _ Let’s Make It Stick

Stickers! I love making them. It’s my first time using a Cricut machine, and I’m having tons of fun with it! Here’s my project in Cricut Design Space.




















When I start to print, I notice that it was hard to control the colors, it's either too bright or too dark. Therefor I need to test multiple times and adjust the brightness; contrast and levels in Photoshop. Also, be careful not to print the stickers on the back side of the sticker papers!


Monday, 29 September 2025

3DArt W6HW_Simple Crate and Barrel_Part Two

By importing the work from Simple Crate and Barrel_Part One into ZBrush, I was able to add details by sculpting over it.













To simplify my workflow in the future, I set it up with an ID map.














After that, I brought this model into Maya and built a game-res mesh for it.













Next step will be the UVs












Finally, I baked all the maps onto this game-res model in Substance.



Tech Art W6HW_Game Animation

First, I imported two skeletal mesh assets: one from the previous rigging assignment, and the other from Mixamo.



















After that, I created a ROM animation to demonstrate how the joints work, and imported it along with another animation I found on Mixamo.



















By setting up solvers and assigning them the correct IK goals and roots, I was able to retarget the animations onto each other.
















Finally, I added an additional "Wave" animation to the skeletal mesh from the previous assignment. The following shows how they look together as a whole.
















Perforce Prof:


Common Art_Week 09 HW - Initial Block Out - 'F' Stage

 For the 'F' Stage, I have created a proxy Medusa_Rig which includes all the basic hierarchies. One technique I used is copy weights...