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:


Common Art Sprint #2 Delivery

 In the previous sprint, I have faced a lot of challenges. First: the FX will exist through out the whole animation, while I want the FX to ...