Wednesday, May 24, 2023

Common Art Sprint #1 Delivery

 This week, I set up the Unreal 5.2 project for Angel's Versus Demons and also 3D-Modeled a proxy cherry blossom petal to use in my Niagara Emitter. I also set up a blowing leaf emitter with the cherry blossoms and used a tree from Sketchfab to show it in action. Next week I hope to add collision events so that the blossoms will catch fire when they hit the ground. 










Friday, February 3, 2023

Lighting Workshop Week 4

 






For this week, I attempted to recreate the fog, and unnerving lighting shown when fighting Leshens in the Witcher 3. I even added the creepy birds flapping over head. I used an HDR file for the lighting, in addition to some spot lights, point lights, and a directional light. I also added some exponential height fog to give it a misty look. The environment is the "Medieval Game Environment" from the Epic Games store. 




Friday, January 20, 2023

Week 2 Lighting Assignment

 Here is my week 2 lighting assignment. I reused my barrel that I made last semester in 3D Art and put it into a forest scene using a few different HDR files to try and see the various results. I also used a post-process volume and turned on infinite bounds and turned off auto-exposure. I think the results are very interesting! 










Thursday, December 1, 2022

Spirited Away VR: Interactive NoFace (Final Pass)

 This week, I FINALLY figured out how to get my prop affecting the state machine on my NoFace blueprint. I set it up so that if I pick up a specific token, NoFace opens his mouth. If I feed him a Riceball, he closes his mouth and rains bath tokens on me! I had a lot of fun with Niagara emitters to make him more like the Spirited Away movie. I also added an emitter that has gold raining out of his hands like in the Spirited Away movie. 




Here is a video showing the final product! I had a lot of fun bringing NoFace to life. 


This is the beginning of my NoFace blueprint, where I made an array variable that has all instances of the Bath Token and the Riceball blueprints in the scene. It uses this to set the variables for NoFace's aniamtions later on. 


This is a blueprint showing how I triggered the gold emitters that come out NoFace's hands. 


This part is kind of messy garbage but it WORKS. Basically this works by checking if my Variable for NoFace's mouth open is true or false. If False, it checks to see if a token is held and if it is true, it sets the NoFace mouth variable to true. If NoFace IS angry/mouth open, it checks all the instances of the Riceball prop and see's if it is overlapping with the trigger box I put in NoFace's mouth. If true, it sets NoFace mouth open to false and destroyts the prop. As a result, this triggers a Niagara emitter that rains Tokens on the player as a sign of NoFace's gratitude. 


I set the gold emitter to delete itself after playing once as I thought it might be annoying for it to play all the time. 


Sprint #6 Delivery

 This sprint, I added finishing weighting touches onto the Angel, added the completed textures to the rig files, added the stained glass pan...