Showing posts with label TechArt. Show all posts
Showing posts with label TechArt. Show all posts

Wednesday, April 20, 2022

Sprint #7 'C' Level Delivery

 


This week I worked on a number of things! I first worked on retargeting Charmander's attack animations onto the new rig. After that I worked on creating three different effects: a speech bubble, a pokeball screensaver, and Squirtle's bubble attack. I also rigged Sudowoodo with IK arms, legs, and feet. This week was packed with a lot of tasks and I got all of them and more done!




Wednesday, April 6, 2022

Sprint #6 Delivery

 Hey everyone! For our Pokemon VR experience, I worked on the Bulbasaur skin weights this week and a dust particle VFX in Niagara! I struggled a bit with the skin weights on the bulb but after consulting with one of the animations, I put all the influence for the bulb on one of the spine controllers.



Wednesday, March 16, 2022

Sprint #5 Delivery

Hey everyone! So I was reassigned to work on the Pokemon team from now on and here's a gif of what I worked on! I mainly just re-did the skin weights on Charmander and also deleted all the keyframes from the scene so that the animators will be able to reference the model instead of importing it when they animate. I also started to weight paint Bulbasaur, but it's still in progress. I'm excited to be on this team and I cant wait to see what we'll accomplish together!

Here's also a link to an Unreal Forums post I made: https://forums.unrealengine.com/t/fieavr-pokemon/505195/8



 

Wednesday, February 2, 2022

Sprint #2 Delivery, Beginning/Middle/End Part II

 This week I worked on the functionality of the level! I got the boat to work with thumbstick movement and then also worked on the trigger box events spawning the particle systems, music, and interactable lanterns. Here's a quick video of me explaining this and showing how it looks in VR.



Thursday, November 18, 2021

Week 13 – White Boxing And Concept (Part 01)

 This week I worked on fixing the lighting and the blueprints for the grabbable objects are also in the level. We changed project settings for planar reflections and enable the mesh distance fields so we could have edge foam in the water on contact with different objects. Here are some of the slides that I worked on as well:





Here is a video of us explaining what we worked on:

   



Wednesday, August 25, 2021

First Post!

Hey guys! This is my first post for my FIEA art blog! I'm very excited for what's to come in the next year and half and can't wait to learn more about game art. Here's a couple of doodles I made during my last D&D session!