Saturday, January 18, 2025

Common Art II - Week 2 - HDRI

 This week we had to make a composition using the cine camera, megascans, and an HDRI. I decided to do a desert-bazaar. I tried to keep the colors very warm toned and kept focus on the goods that were being sold and the stalls they were at. I used a quixel pack for the assets.




































Thursday, January 9, 2025

Common Art II - Week 1 - 3 Point Lighting

 This week we had a workshop on how to properly set up 3 point lighting for models. This includes setting up a key, rim, and fill light. Below are two models lit up by this lighting setup and the colored light version represents the key (red), rim (blue), and fill (green).























































Monday, December 2, 2024

Common Art Week 14 - "A" Stage

 This final week for the A Stage was less about creating new things, but refining what was already done. I focused on making sure Medusa does not teleport when she gets to the stairs and making sure the hands look good in game and that the index matches the rest of the hand. I also did some testing with trying to set up a blueprint so that the hands could block Medusa's gaze. Unfortunately, this could not be done because the hands would disappear whenever the blueprint was edited. I also got the new textures in game.


Thursday, November 14, 2024

Common Art Week 11 - "B" Stage


 This week my focus was giving Medusa a slithering animation and implementing it into engine. That task was completed using the rig from last week. There were some time issues that occurred this week that prevented the new Medusa from being completed with enough time for me to rig, weight paint, and retarget the animations. Hopefully for next week, I can show the new rig. I also fixed an issue with the hand grasp where the fingers moved too much and it made people uncomfortable.

By using world position, I tracked where the BP_MedusaGaze was and moved her if she was not at the correct location. I then sent that value to the ABP_Medusa and transitioned her animation to her idle state with the hit animation.




























































Wednesday, November 13, 2024

Punk Rock Exorcist - Art Style Guide - VFX

 Most of the VFX come from Ramona’s music attacks. There are two main things to focus on: how the attack looks and how it looks to be hit. Enemies will receive “hitmarkers” when they are hit with a music attack. The music attack should also change color.






















































Punk Rock Exorcist - Art Style Guide - Animation

 Ramona should have a bit of confidence in her walk, she IS the only one who can defeat Jemorgan.























While playing her guitar, she should be having fun. This is what she does in her free time, but now its for a different type of audience (demons). She knows what she is doing when playing.











































Being animated on 2s is also an interesting idea, but it could make the game feel slow and non-responsive. However, it is something that needs more testing.




Thursday, November 7, 2024

Common Art Week 11 - "C" Stage

 This week was hell for me. If you have a choice to try and weight paint medusa and her snakes, I HIGHLY recommend against it. That is what I did this week. I rigged and animated 6 idle poses for a higher resolution hand than before, and rigged and animated Medusa herself and gave her a 200 frame idle animation and a 100 frame reaction animation for when she gets hit.

I also set up the hands so they work properly in game.




































































































































































Common Art II - Week 2 - HDRI

 This week we had to make a composition using the cine camera, megascans, and an HDRI. I decided to do a desert-bazaar. I tried to keep the ...