Here's The final Outcome:
Friday, 19 September 2025
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
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
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:
Common Art Sprint #Final Delivery
This sprint is all about solving problems and refining the look of the FX. I have added a function to make the UV rotate from the c...
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For the 'F' Stage, I have created a proxy Medusa_Rig which includes all the basic hierarchies. One technique I used is copy weights...
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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 h...
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To begin with, I have set up a blend space to control transitions between differen animations: idle; jog and sprint using a variable (BSSpee...