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 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...