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:


Thursday, 25 September 2025

Common Art Week 05 - Use of Perspective

Final outcome:























  First, I found references of different Greek vases and patterns:


























Then, I modeled the vase based on an Apulian amphora:





















After that, I rendered out the beauty, normal, and ID passes to use in Photoshop for post-processing:















Finally, I added some details and highlights to emphasize the shapes:
























Perforce Prof:


Monday, 22 September 2025

Tech Art_W5HW_Basic Rigging

 I initially skin the whloe model in one piece, but soon finds out that there are a lot of points hidden behind different meshes. This makes weight painting almost impossible.














By separating this model into different layers from inside to outside, I am able to make sure all meshes have proper weights.











After I have finished, I add controllers to complete this simple FK.













Update: I have added the clavicle controls:



 


All the relavant directory structure:





















Saturday, 20 September 2025

3DArt W5HW_Simple Crate and Barrel_Part One

 Step one: Build a proxy shape of the crate.











  Then: create a pattern using simple boxes; use the Boolean tool to carve out basic shapes; bevel and reposition the shapes to build the look of the crate.












Rendered beauty shot:



Monday, 15 September 2025

TA_W4_HW_Intro to Blueprints

Scope: I plan to make a simple FPS game setup. When G key is pressed, draw a line trace from camera. When the trace hits the target, the target will then starts to dissolve.

Step one: Build the scene















Step two: Set up overlap event, enemy spawn



















Step three: Set up Dynamic material / dissolve





















Final step: Set up line trace when G key is pressed, when enemy is hit, it starts to dissolve.































In game view:

















P4 prof:


3D Art_Modular Environmental Creation Part 3

Final rendered MOV Sequence:

These are the reference I used for sculpting stones:












Now here are the outputs:












 This is how it looks in Unreal:














  

 Adding Complexity to the Render Sequence:












 Nodes used to fade in / fade out:











Movie Render Queue set up:



Friday, 12 September 2025

VideoTest



Common Art_W3HW: Use of Value and Contrast

When doing this. I figured out that I am not good at animal figures, I can't get the correct shape out of it. Also I have put too many hours on one figure and there is less time to be spend on the other two. I didn't mean to do that and will be more careful next time.














Here's my final outcome:














Perforce prof:


Sunday, 7 September 2025

3D Art_Week 03 Modular Environmental Creation Part 2

Adding Boolean Cuts and more details with Multi Cut tool to the beveled shapes.













Creating an emissive Material: I clamp the result to control it's brightness.














For the rotation blueprint, I added a Sequence node to make different parts of the prefab rotate on their own. I also added a Sin function with Time plus a random float to make the light flow up and down. To add more control, I put the attributes for the Point Light into the Construction Script, so that we can visualize the results without simulating.













Level Blueprints:













Setting Character Movement:














Setting up lighting:













The final render:




Wednesday, 3 September 2025

CommonArt Week 02 - Use of Basic Shapes

There are two iterations in total, the first one looks fatter. When I double check on it I feel like I have lost control of the overall shape.












This is the second and final iteration:














Prove of assets sitting in Perforce:




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...