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

Tuesday, January 14, 2020

Persephone Rig Pass 1

Proxy rig for the main character of our capstone game. Once she is clothed she will still need controllers for her hair and a sash around her waist.






Her sickles have locators attached to her hands. There is also a grip switch on each hand for her to grab each sickle easily.


Sunday, October 27, 2019

RPP3 - Character Rigs


Finished skeletons and rigs of my two character assets.





I decided to try my hand at IK for the hero character. It worked pretty well, even though his legs are so stumpy. 





I also rigged his hat, so I can make super cute animations with it!

Saturday, October 5, 2019

Tech Art Week 5 - Basic Rigging


Chris provided us with four meshes to choose from that we had to rig. Rigging is a tedious process, but I found I could pretty easily lock into the rhythm (although skin weighting was frustrating!). I'm looking forward to more rigging in the future.

Untouched mesh:


Base skeleton:


My finished rig:


Close-up of the hand controllers:
We weren't required to do fingers, but I thought I would try something a little harder. I wanted to experiment with other shapes.


Posed model using my controllers.




Monday, September 23, 2019

Tech Art Week 3 - Basic Lighting


This week we learned how to create basic lighting in UE4. This level was given to us by the instructor and not created by myself.






Sunday, September 15, 2019

Tech Art Week 2 - Level Design and Asset Imports

Screenshots both in game and of the editor for a level design assignment for Tech Art. This was so much fun! I made a small vegetable garden with a few apple trees about. I'd love to figure out how to make grass easier because it took forever and only looks good from a lower angle. Messed around with lighting a little to hopefully make it seem like dusk or early morning.