Thursday, July 30, 2026

Monday, July 27, 2026

3D Art: Project 3 Part 3

 







3D Art: Fabrication Project

 

Kris' Gauntlet
Final Print / Paint

Kris' Gauntlet
Sculpt
Kris' Gauntlet
Reference

Common Art Final Deliverable

 

 This sprint I did small tweaks on cameras but mostly worked on sound. By the end of the project, there ended up being many, many layers of sound. In the end I organized the sounds by type into different sequences (Ambient sound/music/environment effects, character movement effects, and VFX effects) and then mastered them in the final sequence. I did the final edit on the sequence and export it/uploaded it to p4. A lot of the sounds had custom edits both in audacity and then additionally in premiere pro. I tried to make the same effect sound different every time if I had to use it repetitively. 


First Pass of sound
environment effects, ambient sound, and music

Second pass of sound 
Character movement

Third Pass 
VFX + Sparkle VFX Sounds

 


Final integration
VFX Sound + mastering other sequences

Example of a final keyed camera (shot 22) 
Project folder in P4


Wednesday, July 15, 2026

Common Art: SOTS Sprint 5 Delivery

 

 
Render Pass 5 
 
Editing Renderpass in Premiere Pro. The render ended up taking about an hour to kick out
with all the new effects and clothsim.
 
Especially for shot 22 I ended up manually editing the animation curves in Ue5 to try and make it flow better

  

Editing Keyframes of Cameras in Ue5. Did for all shots with movement. Adjusted static shots as 
well and refined those. 


 


Monday, July 13, 2026

3D Art: Project 3 Part 1

 

 
parameterized blood decals! 

sludge decal



decal material instance

decal setup

decal generation in substance designer

vertex painting debug


 


Monday, July 6, 2026

3D Art: Final Turn-In

Decal with POM in Engine


custom line in POM material function 

POM decal setup with substrate (had to figure this out myself as I couldn't find good documentation)

POM Decal Material Instance

Decal Creation in Substance Designer

re-doing these cracks (will probably re-do them again)









Wednesday, July 1, 2026

Common Art: SOTS Sprint 4 Delivery

 

 
 
This sprint I re-edited all the cameras and started my second pass on sound. I had to manually move all the cameras back into place Tuesday night after actor movement was finalized. I used my own renders as reference and couldn't match the cameras with the same method as before since the actor's original positions in the scene weren't preserved after they were moved. There were definitely some small changes to composition which I will fix or refine after I go back and key all camera movement next week.
 
 I have ambient sound in the level but now I'm trying to create sound to emphasize the movement of the characters and fill dead space. I took a few whoosh sound effects and then edited them in audacity to add reverb and other kinds of distortion. Then I moved those into premiere pro and either slowed or sped them up depending on the action happening. I'm trying to make sure every time the character makes a drastic movement like a turn or a swipe there is a sound that plays subtly in the background. I've been pitch bending a lot of the sound effects per movement to make them sound custom and non-repetitive. I can probably finish this process next week if I'm moving fast enough. 

editing whoosh effects for characters 

working in the sequencer 

3D Art: Final Project

  Hi this took a lot of effort I hope it's good haha