Monday, September 29, 2025

Game Animation




I added into my level in Unreal Engine 5 the Zengief character model and a Paladin model and dance animation from Mixamo. I set up both rigs to be their own IK rigs. Each have their own transformer solvers, limb IK solvers, and hip goals. 
































I added in cute little fantasy mushroom environmental assets for visual interest.























Proof of submission on Perforce.

Module 2 Week 06 (Simple Crate and Barrel)



































I was successful in UVing the dragon chest from Wayfinder. I cleaned the mesh to ensure there were no N-Gons or hidden topology before exporting from Maya.



In order to capture the precise features engraved into the dragon chest, I carefully followed the original object from Wayfinder after exporting it into ZBrush. After it's sculpted, I import it into Substance Painter.




In Substance Painter, I ensure that the chest is baked inside the cage's borders to prevent texturing problems.

Final render in ZBrush.

Thursday, September 25, 2025

Use of Perspective


My illustration of an ancient stone pillar to be scatter around Medusa's garden/shop. I wanted to go with a brushstroke kind of look for the final look. I created the 3D model in Maya to get the basic shape and then imported it into Photoshop to complete the 2D design work for the prop.


My references used while I was working on the pillars. They can be used either indoors or outdoor environments.






Proof of submission of reference and Photoshop work file through Perforce.

Monday, September 22, 2025

Basic Rigging



I worked with a demon model for this Tech Art assignment, rigging its head, torso, and limbs to create its body. The arms and legs have the ability to twist and rotate, but they can also exhibit a variety of actions when bending or grading at particular angles and positions.
 

These are the bones and curves that were made to form the overall rig.

Sunday, September 21, 2025

Module 2 Week 05 (Simple Crate and Barrel)

First pass of proxy model of the Wayfinder dragon chest before importing into ZBrush for sculpting.


Reference used for chest design.

Thursday, September 18, 2025

Week 04 - Use of Basic Lighting



Final character concept for a mouse for the Medusa project. For the general design, I used warm hues, with his leaf cape serving as a contrast.

Proof of submission over PV4 for assignment.

Tuesday, September 16, 2025

Module 1 Week 04 Modular Environmental Creation Part 3


 I incorporated many references of various rocks found online. I wanted my rocks to have a very beat up appearance and many cracks.




While sculpting in ZBrush, I made sure to keep the flat surfaces of the rocks smooth compared to its edges so it doesn't seem wrinkled in its appearance.

After importing the meshes into Unreal Engine 5, I made sure to adjust the settings and make sure all of them were converted to Nanite.


In Unreal Engine 5's Sequencer, I made four separate cine cameras and had them pan around certain parts of the level to properly surround my structure.


Once I finished splicing up the footage in Sequencer, I ended up with around 1500 frames and finalized the footage in Adobe After Effects.




Monday, September 15, 2025

Intro to Blueprints














Here is my platform in the viewport that is connected to a trigger box right below it in the outlier. I made a static mesh to start off with and then made a blueprint actor of the platform.

















These are my blueprints that I created in order for the platform to be able to move left to right. 








I included two timelines to make the platform start and end. I made sure they went at a reasonable speed so it didn't go too fast or slow. 



























Here is my proof of submission through Perforce, making sure to name directory correctly as under //C//Dev/Cohort22/Students/Alex.Rodriguez/TechArt/alex.rodriguez_HW4.

Thursday, September 11, 2025

Week 03 - Use of Value and Contrast









A breakdown of the steps used to create Medusa's and the rat/mouse character's values and contrast. 
The Dota II Character Art Guide practice was used to demonstrate how to appropriately portray each character's area of focus, starting with the lightest shade on top of the head to the darkest on their feet. Also included proof of submission through Perforce.

Monday, September 8, 2025

Module 1 Week 03 Modular Environmental Creation Part 2

1. Adding Booleans Cuts To Stone Block Shapes

2. Creating an Emissive Material Sphere
3. Simple Rotation Blueprint for Small Emissive Cube

4. Level Blueprints For Game Controls

5. Setting Up Blueprint For Character Movement (Walk Speed And Max Jump Height)


6. Setting Up Lighting and Atmosphere

7. Taking Full Res Screenshot

Thursday, September 4, 2025

Week 02 - Use of Basic Shapes


Final render of block out of Medusa. Incorporated the use of both triangles and circles for an edgy and feminine appearance. Scene was finalized in Autodesk Maya.


Proof of submission through Perforce.

Tuesday, September 2, 2025

Module 1 Week 02 Modular Environmental Creation Part 1

1. Importing/Establishing Scale In Maya with Mannequin.


2. Building Proxy Objects in Maya to Start Off With.


3. Creating Materials to Understand How They Function.


4. Creating Prefabs With Unreal Blueprints to Create Duplicates of Door.


5. Beveling Edges of Every Asset.


6. Final Render of Modular Creation.

Final render of modular structure. Added in some fog and altered the post processing settings in UE5 to get a moody feel for the environment.

Week 09 - Initial Block Out - 'F' Stage

  For the Medusa project, I created a total of 14 assets to be populated throughout the entire area. Each object is around 4,000-15,000 tris...