Saturday, April 22, 2023
Friday, February 3, 2023
Lighting Workshop Module #4
For this week's lighting assignment I did challenge #1. I used the doorway as the main focal point of the scene, while keeping 80% of the scene in the shadows.
I used the "Fantasy Cave Environment Set" from the Unreal Marketplace and deleted the existing lighting, relighting the scene from scratch. All the assets in this set has been converted to nanite.
In this scene I added a gap in the top of the cliffs to allow god rays to flow through, used a post process volume to control the exposure, added an exponential height fog for volumetric god rays.
Thursday, January 26, 2023
Lighting Workshop Module #3
For this week, I used a three-point lighting setup on a dragon model to demonstrate a grainy grunge map, playing around with the roughness and metallic values to help bring out the reflective areas of the texture. After making the material, I made a material instance to allow real-time value changes.
Friday, January 20, 2023
Lighting Workshop Module #2
Wednesday, January 11, 2023
Lighting Workshop Module #1
My first render of the provided Panther model using a key light (Red), rim light (Blue), and fill light (Green).
Thursday, December 1, 2022
Week 15 VR Interactive Characters (Final Pass)
This week I created some final pass animations for Bowser Jr. Two interactables, one awareness, and as for the idle, the team decided that the idle from the clean pass was good for the final pass. I developed a Pet animation for when Bowser Jr. is petted on the head. A Poke animation will play when Bowser Jr. is poked by the player. A surprised animation plays when in proximity of Bowser Jr. Catch and clapping will be used in conjunction with proximity of the character. Additionally, I updated Bowser Jr.'s model using the existing skeleton and used that for these animations. These animations and rigs along with their source files are uploaded onto Perforce.
Wednesday, November 23, 2022
Week 13 VR Interactive Characters (Clean Pass)
Final Delivery
For the final delivery, I connected Zinta's facial blend shapes to a set of controllers to control the expressions, the eyelids, eyebro...
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For the final delivery, I connected Zinta's facial blend shapes to a set of controllers to control the expressions, the eyelids, eyebro...
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This week I developed a proxy skeleton and proxy animations for Bowser Jr. I created an idle animation, an awareness "clap" animat...
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For Sprint #1, I developed a test animation for the camera in Maya and imported it into Unreal Engine so that it is one-to-one with the scen...