Tuesday, September 29, 2026

Simple Rigging

For the simple rigging technical art assignment, we have started working with rigging. I have done rigging multiple times, but now the workflow has become cleaner

I chose the brute as a character to rig.

I started with putting joints; it was not the hardest part. I oriented the joints and tried to make them consistent. After that, I did skin painting, which was more challenging, as some of the mesh clipped inside of different meshes



After skin painting, I worked on controllers, using NURBS like circles and squares. It was the hardest part of the assignment for me, as it felt confusing what steps to do and in what order

After that, I made a hierarchy of controls and renamed them. Tested so everything is correct

Also, I made a tutorial for rigging to not forget the key steps.



perforce




Thursday, September 24, 2026

Week 04 - Use of Value and Contrast (Art Bible Blue Sky)

 For the Use of Value and Contrast assignment, we worked on creating 3 images: one that is an outline of a character, the gradient pass, and the value pass. I wanted the viewer to pay attention to the upper part of Keith and the tripod; that's why the bottom part is darker than the top part.

I was working on a man, Keith, and Tripod; I tried to make Keith stylized so he would be close to Ratchet and Clank style. I first did the outline, then applied the gradient, and then did the shading part in Photoshop.

Final psd

Outline


Gradient Pass


Value Pass



Tuesday, September 22, 2026

Intro to Blueprints

  For the blueprints technical art assignment, we have started working with blueprints. I had barely any experience in Unreal Engine prior to this assignment, so everything looked very new and overwhelming for me. I have started by practicing with easier blueprints.



I started with the falling ladder; for that, I used a rotator. When you press "G," the ladder rotates by 90 degrees to give the impression of it falling, including the timeline


Also, there are a few blueprints, which are done to give hints to a player printg text on the screen when colliding with the trigger box. They print out only once because of the Do once node


After G is pressed, the emissive intensity of the radioactivity sign is changed; it becomes much more green emissive to tell the player where to go. This is the dynamic material blueprint





There is a huge trigger box at the bottom of the level that teleports the player in case he fails to go through the fallen ladder and prints out the message "try again"

After going through another trigger box, there is a message printed out, prompting the player to jump on the platform. There is a trigger box on a platform, which goes down fast as soon as the trigger box has been collided with, and at the bottom there is another trigger box, which teleports the player to a different environment and traps him










Thursday, September 17, 2026

Week 03 - Use of Basic Shapes (Art Bible Blue Sky)

 

For the Use of Basic Shapes assignment, we worked on creating the character in 3D using primary shapes, which tell us about a character's mass, weight, and personality.

I was working on a tripod. I paid close attention to how this character would walk because his legs are different in size and placement, as well as the wire placement. I have also included the mannequin as a size comparison because I want this robot to feel like a huge threat to a main character

Here is the prop I have been working on:




Perforce Submission



Tuesday, September 15, 2026

Tech Art - Basic Lighting & Materials

 For the third technical art assignment, we have started to wrk with lighting and simple materials. I had barely any experience in Unreal Engine prior to this assignment, so everything looked very new and overwhelming for me. I have started with the easiest part of the assignment for me, making the environmental light mixer, which allowed me to see something in the scene. I have adjusted the Post Process Volume to be infinite, found a skybox, which worked best for me, and decided to go with the sunrise as the time of the scene.

Before going into lighting the scene, I have found a few references

Reference 1

Reference 2

Reference 3

Firstly, I configured the project for Lumen and converted the scene for nanite, rebuilding shaders.
I have started by figuring out the lamps, which were scattered across the scene. The problem was that they had emissive nodes in the node editor; it was just not connected to an emissive parameter. I connected them, and the lamps started to emit light.

For the lamps, I used a point light. I changed the temperature of the light to be warmer for the lamps, which emitted white light, and colder for the green lamps.

After that, I chose the house, where I am going to work on the lighting, and used rectangular lights with spotlights to create a feeling of sunlight coming through the window. I adjusted the light temperature to be warmer. Also, I added a transparent white cone to make it more realistic.

Another challenge I faced was the light going through the ceiling. I decided to use the rectangular light for it and found the rectangular light useful in a lot of cases. I have changed parameters like the size of the light for shadows to look softer.



The exterior part lit up


For the interactive light part, I have added candles into the scene and used a spotlight with a warmer color

After the lighting part of the assignment, I have started working on materials. I have started by making a Master material; I called it MM_Prop. For this material, I wanted to be able to choose whether the material will be dusty, the amount of dust on it, and the color of the tint (if the material has tint), the texture map, the normal map, roughness, ambient occlusion, metallic, and emission. I have used perlin noise map to achieve the randomized effect of the dust. Also, you can choose the color of the dust.



After I made the Master Material, I made instances of it to apply to the lamp object, cup object, and barrel object.

I have adjusted each material instance to be better suited for each object (roughness, metallic, dust amount) and put it into the scene.


Dusty Barrel on the left, some cups on the table, and the lamp. I have changed the material of these objects so that every object has the material already assigned when I drag it into the scene.












Monday, September 14, 2026

Module 2 Week 03 Crates And Barrels Project (High res Meshing)

Final Beauty Render using BPR

Polypaint solid color setup

A shot showing that the crate can be opened.

Thursday, September 10, 2026

Week 02 - Use of Silhouettes (Art Bible Blue Sky)

For the use of the silhouettes assignment of the "Rifts in War" project, we have decided that each person will design 8 designs of 1 character. I was chosen to design the main character, Keith Grimmer, the man who is down on his luck, lives in a basement, and has addiction problems.

When designing the character, I was trying to experiment a lot with poses to articulate the feeling of the character, so in a lot of silhouettes, Keith is in an awkward position, almost clumsy, which characterises him as a character. I also used props to make the character's design more distinguishable. 

I have used a lot of reference material for these and tried to give each of them a unique design (body shape, hairstyle, pose)
Character' silhoettes
The draft of the silhouettes

Perforce Submission