Monday, September 29, 2025

Game Animation





This is where my level sits in Perforce. I have an ROM animation, a Mixamo animation, and a creative animation, all with two instances each - one for the Gladiator Guy, and one for the Mixamo character. 

Perforce Location




Monday, September 22, 2025

Module 2 Week 05 - Simple Crate











Basic Rigging

 I decided to rig the Archer character. I first added a skeleton, then did some skin weight painting, and finally added the FK rig curves to the geometry. Once I understood the process it was a simple task, but it was tedious to place all the controllers. 


Skeleton


Skinning/Weight Painting


Rigging


Directory



Tuesday, September 16, 2025

Unreal Nanite Environment





Using Reference

Rendering in ZBrush

Importing to Unreal

Sequencer

Render Queue Setup

























Monday, September 15, 2025

Intro to Blueprints

    For this week's assignment, I decided to build upon my level from HW2. I added another animal skull and apple and created blueprint events for them. 

     As you can see from the above image, the apple changes when the player interacts with its trigger box. This object is supposed to float away when the player comes in contact with it.

Level Blueprint 

 


Timeline for Apple
 
For the animal skull, I set it up so that in game, when the player presses the "G" key, it turns blue. Below is my blueprint set up for this action:
Skull Blueprint

 
 

  

Monday, September 8, 2025

Modular Environment Part 2

 Refinement Stage


Adding Booleans Cuts To Our Shapes



Creating An Emissive Material



Simple Rotation Blueprint



Level Blueprints



 Setting Character Movement



Setting Up Lighting And Atmosphere


True Fullscreen Screen Shots






Monday, September 1, 2025

Week 02 Modular Environmental Creation Part 1

Stage01 Blockout Phase


Mannequin Import



Building Proxy Objects



Creating Materials



Creating Prefabs with Unreal Blueprints




Beveling












Final Shots






Interactive Experience - "F" Stage

            As an animator, for this stage of the project, I had less involvement in the blockouts for the level. However, I was still able ...