To create the immersive experience of crossing the Bog of Eternal Stench, my predominate focus has been on white-boxing the level, and implementing blueprints that will form the basis for the interactive experiences.
Friday, February 5, 2021
Labyrinth VR Experience - First Update
Saturday, January 9, 2021
Dynamic Environment (WIP)
I also have a particle effect in place to simulate rain in the environment. I plan to make the rain volumetric instead of 2D and add in effects such as clouds and lightning to improve the feel of the storm.
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This is just a static test scene, and while I’d like to build it up more (though I certainly enjoyed making an homage to the classic Disney cartoon The Gummi Bears), what I would really like to do is be able to take these tools and implement them in an animated 2D scrolling scene.
This image is from a scene I made and animated in Photoshop and Premier and posted previously in this blog. The interior is currently static, while different assets pass by in the background. I would like to take this to unity, implement parallax scrolling, and figure out how to utilize the lighting and effects I’ve created as seen through a train window.
The shader used to create my normal maps and 2D shadows was inspired from shaders created by anlev on github and WrongTarget on the Unity forums.
Thursday, January 7, 2021
Doggy Vision Shaders
Tuesday, November 10, 2020
3D : Canon
While we've separated into separate tracks now, and I plan on pursuing Tech Art, I am still interested in continuing with 3D as long as time allows. Similar to the previous assignment, the crate, this is another multi-week assignment that will end in the creation of a real-time game prop: a canon, set up in a small diorama-like scene.
As I plan on following along with the tutorials with little to no deviation, I am using Nick's reference board going forward with my canon creation.
Tuesday, November 3, 2020
Animation : Jumping
Thursday, October 15, 2020
Common : Dealer's Choice
As as result, I took it upon myself to create something I've been wanting to do for awhile now: My own personal lofi hip hop radio.
Tuesday, October 13, 2020
Animation : Walk Cycle
Monday, October 12, 2020
3D Art : Basic Real-Time Prop
In this multi-week module, we are creating a basic real-time prop for a game - in this case a crate. We will be taking this crate through the proxy, game and high resolution modeling phases.
Crates in UE4.
Thursday, October 8, 2020
Common Art: Perspective
This week we were tasked to do the following:
- Generate at least four buildings in Maya with which to populate a city.
- Populate a Maya Scene File with the buildings created - additional kit bashing was permitted.
- Build shots for one-, two- and three-point perspectives.
- Choose our favorite shot, then render it with Arnold and composite it in Photoshop.
Wednesday, September 30, 2020
Common Art : Composition
This week's assignment focused on creating a composition that draws the eye and follows a set layout. We were giving the same basic kit bashing file with models created by Nick Zuccarello, and then given free reign to assemble them and render them how we wanted in Maya. It was also possible to add additional resources from Sketchfab (or to create your own additional assets).
1) choose composition type
2) kit bashing with the models that nick gave us - can change size, etc. use every element in maya file
can also photo bash and incorporate other photos, etc.
change shape of mannequin (not t-shape)
3) render (and paint out) -- already set to render toon lines (contour filter and ai tune shader)
aiRaySwitch in Environment (render settings) to make background white?
4) can find other models/add stuff to scene (sketchfab?)
5) think about fore- mid- background (and lighting scenarios)
6) find image and artist for reference where you like color harmonies
**required resolution: 3840x2160**




















