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



 

Monday, February 28, 2022

Sprint #4 Delivery, Asset/Feature Complete

This week in common art, we got a lot done! I first worked on changing out the robot hands to human hands, where I had to retarget and remake the animation blueprint. I then worked on connecting the boat to the spline track. After that I worked on making the lanterns spawn above the player once they reach the middle. I helped Anthony work on the rowing as well. I made the fireflies disappear after we reach the middle too. Lastly, I helped debug the animation state machine to work with the blueprints that trigger them.



Wednesday, February 16, 2022

Sprint #3 Delivery, Sound & VFX

 This week I actually focused on retopologizing Pascals model so that the other tech artists on my team can get started on working on Pascals rig. The one on the left was the proxy model. The one on the right is the one I retopologized. I also helped Thomas figure out how to make the color changing blueprint for Pascal.




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.



Monday, January 24, 2022

Sprint #1 Delivery, Beginning/Middle/End, Part I

This week I worked on modeling Pascal in Zbrush! We had to restart the model and model him in a quadraped pose. I'll be starting the retopology next week! I also helped fix up the level a bit for presentation.



Thursday, December 2, 2021

Week 15 – Final Delivery (Cut Round 01)

These past few weeks have been just working on finalizing the proxy scene we have for our Tangled experience. I worked on creating the boat movement, the lighting, general pipeline stuff, and a bit of the VFX. 

For the movement, I got the boat to move in a path, but the only issue was that the path seemed to be offset and the boat would move in the shape of the path where it wasn't supposed to.

I added volumetric fog to the scene, adjusted a lot of values including the saturation and gamma in the post process, and adjusted the lighting on the ships and the lantern that you can interact with.

I also fixed the reflections in the water and adjusted the water material!

I am proud of what our team was able to come up with in the last couple of weeks.


 







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: