Tuesday, September 29, 2026

Tech Art Rigging HW5

 

Created skeleton hierarchy and then bound the mesh to the joints.

After binding the skin, I did weight painting until each joint deformed the mesh properly. I then created controllers using curves, zeroed them out and constrained them to the joints matching the parental hierarchy of the skeleton.




Tuesday, September 22, 2026

Intro to Blueprints



This trigger box triggers the Gate Open blueprint. It is unable to be triggered from the other side of the door so that the player is trapped inside once they enter.

This skull is a separate blueprint that acts as a button in the level. When the key G is pressed, the eyes light up and the coffin behind it drops revealing the skeleton.

In the level Blueprint I set up the Gate Open blueprint and coffin Open blue print.
The gate opens when the player enters the trigger box. There is a delay after the trigger is activated so that the gate does not immediately close on the player once they pass through. 

This is the Skull Blueprint, which calls for the eye materials to glow when the G key is pressed.
Something that took me a while to realize was that I had to uncheck "consume input" on the G event nodes to allow multiple events to trigger when G is pressed. 



Tuesday, September 15, 2026

Basic Lighting & Materials

For this scene I was trying to emulate a diffused, atmospheric lighting style. To help achieve this look I dense exponential height fog with a high level of volumetric lighting and scattering. I also decreased the height falloff of the fog so that the sky was partially visible and illuminated with the lightning coming from the instanced cloud material.


I wanted the air to seem thick and hazy to the point where the atmosphere was leaving distant forms silhouetted. 

For the Interior lighting I made it so that the volumetric light scattering is less intense, signaling a difference between the atmosphere indoors versus outdoors. 

      The Mug on the table uses an instance of the parent material I created. The material allows for me to change the normal map along with the basecolor, metallic, and roughness values of each instance.

This is the second story of the interior where there is no light source, so I used a rectangular light to mimic the natural light being provided to prevent the space from being too dark. 




REFERENCES







PERFORCE













Tuesday, September 8, 2026

UE5/Perforce Basics

 For this Assignment I migrated assets from a project cloned off of perforce called Modular Fantasy House. I migrated the assets from that project to my own in order to used them to build this scene. Additionally, I downloaded a Werewolf asset from FIEAs UE library and imported it into the project as well. 

I then updated all the changes to my project to perforce. 








Thursday, September 3, 2026

Common Art Environment Reference Board

 

I assembled the environment and atmosphere reference boards for Team 4. We all collaborated on a Miro board to gather reference so the selected images come from across the whole team. These images work to establish the look and feel of the environment and overall setting we are planning to create for Rifts In War. Trevor was responsible for the formatting of the slide deck and helped create a consistent look across all of our boards. 


Files Added to Perforce

Orb Bridge: Sculpt and Game Resolution