DES 336 Vertical Slice Project- Environment Assets Implementation

After retexturing my remaining props, I implemented all of my assets into the Unreal project. Due to hardware restraints, I scheduled a day outside of our classes to get everything ready for our playtest build, as seen below I also wrote a guide document for the different settings I had in my lighting test forContinue reading DES 336 Vertical Slice Project- Environment Assets Implementation

DES 336 Vertical Slice Project- Updated Lighting Test

Over the Easter break, I tasked myself with making adjustments to our lighting test based on the feedback we were given, with the main goal being to reduce the shadows to get a “flatter” lighting style, which involved a mixture of several light fixtures and adjusting the world light to suit our perspective. I alsoContinue reading DES 336 Vertical Slice Project- Updated Lighting Test

DES 336 Vertical Slice Project- Post Process Effect Creation.

During this week, we were working to fix our game’s visuals and I assigned myself to create a black outline effect on our props and visuals to match our art style. I used this tutorial to create the post process shader for our project. Screenshots of my work seen below. Material: DetectEdgesDepth: DetectEdgesNormal: GetKernel: BelowContinue reading DES 336 Vertical Slice Project- Post Process Effect Creation.

Character Design- Development of the Opinicorvus: Production

Development of the Opinicorvus Character Turnaround- When starting production on my 3D character model, I first drew out a turnaround sheet for modelling. My current anatomy skills are lacking, however I still used it for the model’s silhouette and shape language. Model Blocking- I expedited the blocking process by using the base animal blocking modelContinue reading Character Design- Development of the Opinicorvus: Production