Monday, September 29, 2025

3D Art: Making a Gameres Mesh

 

BPR Render in Zbrush of Hi-Poly

Low-poly render in Arnold


Hi-poly bake (rendered in Iray)
Low-poly wireframe


Zbrush Final Progress  





Wayfinder - Epic ReaverWoods Chest

Tech Art: Animation Remapping in Unreal

 

First I created my animations in Maya. Trying to make a jump with the IK rig was... interesting. 

 

I eventually got the animation to retarget after some mishaps. I think I might've not chained this correctly. It's kind of hard to tell what's Zangief being Zangief or if it's just user error. 

 

Then I put my animations into the scene, imported some set dressing assets from FAB, and recorded the video! 

 

 

Monday, September 22, 2025

3D Art: Wayfinder Chest Blockout

 



Wayfinder - Epic ReaverWoods Chest


Tech Art: Basic Rigging

I have a video showing my hierarchies/final product here! 

 As for process, first, I created the joint structure for the rig. I had to use the move skinned joints tool later to edit some pivots and positions a bit. 

Weight painting was somewhat difficult but I somewhat enjoyed doing it by hand. The hardest part was trying to get accessories like the clothing straps and arrows to behave correctly. I ended up assigning the arrows to the spine middle controller and that worked pretty well. Lots of back and forth was had before that point though. I ended up doing both sides by hand because I forgot which direction the mirror weight painting would affect the mesh. 

Next time I would position the clavicle joint further inside the torso. I kind of made my shoulder joint too low by accident. I would also make the knees slightly lower. Other than that everything worked pretty well! Creating the constraints and hierarchies was kind of soothing by the end. I enjoy the repetition.

Monday, September 15, 2025

Modular Nanite Environment - Part 3

 



 

 

 

 







Tech Art: Intro to Blueprints

Final product: 

 
 
I created a prompt to have the skull rotate 180 degrees upon player collision with  a collider box. I also made it so that upon pressing G the player will turn on a point light that fades from red to white and change the base color of the skull over time from red to white. 
 
 The first thing I had to do was combine all these elements together into one blueprint. 
 
Then I made sure that the keyboard would be able to receive prompts from the player with the get player controller node. 


 

 

 

 

 I made sure that the skull would flip 180 degrees with the on component overlap node. I tried to make it turn around when the player exits the collision box but I couldn't figure that part out fully. 

I made the material for the skull and made sure to promote the base color to a parameter since that was the aspect of the texture I wanted to change. I used the title "BC" for base color because that was easy for me to remember + type quickly.  

 Then I had to experiment with the timeline and linear interpolation nodes in order to make the base color fade from red to white upon player interaction. It took me a while to understand how the lerp node was supposed to work with a vector parameter. 

I wanted to experiment with a light that changed over time just to make sure I fully understood how to use lerp nodes and timelines. It took a long time to get this to fade correctly over a period of five seconds.
 

I also wanted to experiment with using a lerp node to change the color of the light over time to match the skull. 


Common Art: Dorothy Must Die F Stage

First Pass Lighting I wanted to make the mask feel as though it had glowing eyes. I chose to use warm lighting for that to emulate some of t...