Showing posts with label Common Art. Show all posts
Showing posts with label Common Art. Show all posts

Monday, August 1, 2022

Final Delivery

For the final I colored a matte painting done by a team member and helped implement the face shield opening montage at the end.



Tuesday, July 19, 2022

Tuesday, July 5, 2022

Summer Sprint #4

This sprint I updated the death animation and attack animation again. I also added Erik's turn animations into the state machine. 


Wednesday, June 8, 2022

Summer Sprint #2

 This week I worked on a 10 second scanning animation which takes place outside the room. 


The state machine was also updated with the new animation so that the walk and scan blend and transition smoothly in the game.



Wednesday, May 25, 2022

Summer Sprint #1 Delivery

 

This sprint I worked on the attack and duck animation and also implemented them into the state machine.

The State Machines was already created. The only states I added was the duck and attack state, which works in the preview editor. 



Wednesday, April 20, 2022

Sprint #7 'C' Level Delivery HW

 This week we tried fixing the HUD by creating a model instead of a widget. We found that the widget worked best. The model caused too much distortion and the materials would not appear. I also worked on the walk animation which is static right now. It replaced the the initial walk animation that was done with a FK rig. There is also a lunge animation that is the project but not seen in game yet. 





 

Wednesday, April 6, 2022

Sprint #6

 I worked on the HUD this sprint and drew the visor so the player sees the experience from Samus's POV.





Wednesday, March 16, 2022

Sprint #5

 This sprint I worked on the E.M.M.I death animation with the new IK rig and I also made a post on the Unreal forum.


Blog Post: https://forums.unrealengine.com/t/fiea-vr-project-metroid-dread/505202


 

Monday, February 28, 2022

Sprint #4 Delivery, Asset/Feature Complete HW

 This sprint I worked on the material change blueprints for the water and thermal pipes. They are triggered to turn on by the different steps, which helps direct the player to the next right step.



Wednesday, February 16, 2022

Sprint #3 Delivery, Sound & VFX HW

 This week I worked on the SFX for the steps. I also helped add Adam's voice into the steps. Lastly, I finished a rough pass of the EMMI walking outside of the window.







Wednesday, February 2, 2022

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

This past sprint I worked on different blueprints to help the player move from the beginning to the middle. I also helped with the credit blueprint and implementing the end menu options.

  

Fade In Blueprint:

Adam Message Blueprint:

Number Sequence (Guides the player on what to do next) Blueprint:

Credit Widget and Button Blueprint:

Fade Out Blueprint:










 

Monday, January 24, 2022

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

For my team, I was assigned to work on the power cables and thermal pipes that run throughout the room. I updated the proxy models and textures. 

Power Cables:


Thermal Pipes:




Thursday, November 18, 2021

Week 13 – White Boxing And Concept (Part 01)

 This week I worked on four slides and create the concept for the images, using a combination of found imagery and original drawing. I also formatted the entire presentation for my team.













Thursday, November 11, 2021

Week 12 – Art Style Guide (Custom Style Guide/Starting Prototype) HW

I was responsible for the following four slides. I also photo based and added original artwork on some slides. Lastly, I formatted all the text and images for the entire presentation in Photoshop.





Thursday, November 4, 2021

Week 11 – Art Style Guides (Discovering Your Own Art Style) HW

This week, I worked on four slides for our group presentation and formatted the text and images for everyone's slide to create a cohesive presentation.





Thursday, October 28, 2021

Week 10 – Art Style Range And Breakdown

For this week's assignment I created five of the slides for our presentation. I also formatted the PowerPoint and found additional images if one of my teammates needed help. 


























Thursday, October 21, 2021

Week 09 - Art Style Guides (Understanding Story) HW

Our group chose to base our VR game off of Metroid. This past week, I helped with developing a side story for Samus, and created visuals for Trials, Approach, Crisis, Treasure, and Result slides.

Trials:

Approach:

Crisis:

Treasure:


Result:

Finally, I created the title slide of our presentation:

Thursday, October 7, 2021

Week 06 - Use of Perspective HW

I chose to create a VW bus and a mushroom scene in Maya for the transport theme. The image is in one point perspective. I wanted to create a fantasy environment that is not too far away from fantasy. I used a nonlinear bend deformer on the VW bus to draw the audience's attention on the vehicle first. Overall, I found the render passes very useful to set up lighting and color block. However, I felt that using just the render passes did not give my image enough character, which is why I decided to paint over the majority of the render passes and used the red and green channels to set up the light source and shadows.  

Pureref Board:
Render Passes:

Photoshop Render Passes Adjustments & Final Brush Work:



Thursday, September 30, 2021

Week 05 - Use of Composition HW

 I choose Sparth as my target artist. A lot of his work depicts futuristic scenes outside. I was inspired particularly by his floating mountain digital paintings. I chose a radial composition that leads the viewers' eyes to the top of the mountain.


Inspiration: 






Thursday, September 23, 2021

Week 04 - Use of Basic Lighting HW

The most challenging part of this assignment was finding the right lighting. I set the key light to the top right corner and angles the rim light 45 degrees away from it like in film. I lowered the intensity of the sky light, which acted as the bounce light. For the digital recreation, I created alpha layers and only used a soft round brush and airbrush to create a hyper realistic look. The cube was difficult to shade because of the metallic material and the reflection from the emissive object.

Original:

Digital Drawing:

Unfortunately, my screen recording ate up my memory and stopped recording the last third of my process. I estimate that the video is about 4 hours of work compressed into 26 seconds. In total, I spent about 6 hours trying to get a hyper realistic look.













Final Delivery

For the final I colored a matte painting done by a team member and helped implement the face shield opening montage at the end.