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

Tuesday, October 18, 2016

Tech Art Week 05

This week in tech art we created our own blueprints! We were tasked with creating whatever scene we wanted (using pre-made assets or anything) and creating at least one dynamic material blueprint (where the material changes) that responded to the "G" key and another blueprint that is activated by a trigger (so the blueprint activates whenever the player gets near the trigger. This project took me around 3 hours to complete.

My level I created, used assets from the older projects (not mine)






















Running the game
For the input based dynamic material blueprint, I made it so that the rock changes material and texture when "G" is pressed. The texture changes from stone to a golden hex-like material, and the emission on the base material (with the rock texture) glows green. I couldn't quite get the two changes to play nicely together, so the green glow turns on and off at seemingly random. When the key is pressed, the materials on the rock not only change but the walls turn/glow golden as well, and text is printed to the screen praising the rock.

When "G" key is pressed, everything operates on a timeline so holding the key changes the glow intensity

















The volume trigger I created involved going near the rock. Once the player approaches the rock red smoke starts to emit from the base of the rock.


Monday, September 19, 2016

Tech Art Week 04

This week we focused on rigging a model all the way from skeleton creation to setting up a FK rig. I didn't quite get all of the controllers and skin weights perfect but here is the result of me attempting to rig the demon character model. This project took almost 4 hours to complete.

Front view of model with skeleton and FK controllers set up
















Trip pose





















































Tech Art Week 03

This week we focused on learning how to light a scene. We were given a big mansion level layout and tasked with lighting two rooms and a hallway. I tried to light the big library room and a connecting room/hallway. This entire assignment took me around 2.5 hours to complete.

Setting up the scene

We were also assigned to add at least one primitive in each room we lit with a material instance attracted to each primitive. This room featured an orb with a pulsing green emissive color.



The start of the hallway




A cone sitting in the hallway








































Into the hallway



Golden cube for the last primitive

Doorway leading into a dimly lit closet




















Bonus wall-hacking

Monday, September 5, 2016

Tech Art Week 02

For this project we imported pre-made assets from different locations into a single level/project in UE4. We then placed the assets into our level and connected everything to source control.

Note that I made nothing in this scene I just put everything in there:





Because I am still getting used to both Perforce and UE4, this project was kind of confusing for me and I am still not completely sure if I did everything correctly. I'm sure as the year progresses though the process will become much more comfortable.