Friday, January 27, 2023
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!
Friday, January 13, 2023
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.
Wednesday, November 23, 2022
Spirited Away VR: Interactive NoFace (Clean Pass)
This week, I worked on getting the animation state machine and blueprints to work together to make NoFace fully interactable. I played around with collisions and even added specific colliders for the hands to make hand interactions on parts of NoFace's body. The result was that if I entered specific colliders, NoFace can go from Aware > Beckoning>Mouth Open>Mouth Closed> Back to Idle once I exited the colliders. I am hoping to possibly add some interaction related to our prop next week, but for now this is fully functional. Below is my Perforce documentation. Primarily, I worked on the ABP_NoFace, BPC_NoFace, and the Team4VRPawn assets.
Thursday, November 17, 2022
Spirited Away VR: Interactive NoFace (Proxy)
Monday, November 14, 2022
Spirited Away VR: Final Pass
Perforce Documentation: Primarily this week, I re-rigged our hands to add an extra joint in the fingers and redid all of the animations to improve them. Additionally, I set up our train for VR navigation, started a transparent material for our No-Face proxy (interactive character), and worked on improving the prop rig and blueprints.
This video shows some of what our game looks like now, with our train environment. We also used a post processing shader to add some toon lines. I made a soot sprite prop for funsies too. The bath tokens can also be stacked/etc.
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...
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This sprint, I added finishing weighting touches onto the Angel, added the completed textures to the rig files, added the stained glass pan...
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I did a lot of work during this sprint, including setting up a material for the burning leaf, and setting up a Niagara system to control th...
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This is a mood board of reference art that I collected from The Witcher 3: The Wild Hunt. It shows a good contrast between the beautiful lan...



































