Thursday, November 13, 2025
Common Art Interactive Experience Stage 4 - First Bake - 'B' Stage
Thursday, October 23, 2025
Week 09 - Initial Block Out - 'F' Stage
This week, I was responsible for preparing the block-out mesh for basic animation. Once I received the is mesh, I used a default mocap skeleton as a base and placed the joints in the model by hand. During the process of placing the joints, I wrote some Python scripts in Maya to help me orient the joints and copy the transforms of the joints on the left to the joints on the right. Finally, I brought the model into Unreal engine and set up an IK retargeting system to place the character in the game using an adapted version of the default Quinn character's animation blueprint and transferred animations.
Here is the character skinning in Maya.
"Select" is merely a hierarchy selection tool, because it is tedious to go into the menu each time. The Orient tool orients the joints and automatically detects end-joints and orients them correctly to their parents. The Symmety tool enforces symmetry on joints by copying the matrix from the left joint, finding the right joint, and scaling the left joint's matrix by -1 on the X axis in order to create mirrored transforms. The Mirror tool is the same, except it creates the joints, too, setting the parents correctly in symmetry. FInally, the Reload tool forces Maya to read my Python module again. It assists me in developing my tools in a standalone way that is portable and easy to update.
Here are the tools in action. It gives the user a text box input for the Left and Right ID's and a choice between X, Y, or Z axis for symmetry.
Some screenshots from my VSCodium project. On the left is code for the UI, and on the right is code that the UI tool calls to do the rigging tasks.
Here it is in Perforce at //CLASSES/Cohort22/Classes/Art/CommonArt/Semester_01/InteractiveExperience/TellTaleHeart/Source/Characters/Killer/killer.fbx
Here is the Killer blockout character in the game environment.
Thursday, October 2, 2025
Week 6 - Use of Composition
radiating out of the image from the center. Although my illustration also fits Radial and Iconic composition types fairly well.
And finally, a few render passes.
The wireframe.
Thursday, September 25, 2025
Week 5 Use of Perspective
Here is the 3D model. Since it is a bed, I was able to do most of the modelling with a cloth simulation. Easy!
A compilation of references. In the end I decided to keep it simple and minimal because I like the modern, minimalist look for this asset..
And the mist and AO passes:
Monday, September 22, 2025
Week 5 Simple Crate
Today I wanted to make the same crate as the video (This is my reference).
I am not really sure what I was supposed to do this week because I wasn't there for the lecture and I tried to piece it together from asking others and seeing what they did.
Monday, September 15, 2025
Modular Environmental Creation Part 3
I am in Amsterdam this week for Blender Con 2025... so this is all I was able to get done.
ZBrush was really crashy with the knife tool. I found that I had to run Dynamesh every time I used the knife to avoid a crash.
Monday, September 8, 2025
Modular Environmental Creation Part 2
This week was very rough 😣
making things spin
this one made me suffer for many hours even though I cut every corner I could and then some. please have mercy ðŸ˜
Soliloquy of the Stars Sprint 6
So this past week was busy mostly because there were a whole bunch of last minute problems to resole, and every resolution to one problem le...
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This week, I was mostly focused on creating a polished experience. First, I added a menu, with some pre-selection animation for the menu it...
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A series of 3D-scanned textures. These trees were photographed at a park in Columbus, OH. All photography, processing, map generation, and b...
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Tech artists didn't have a whole lot to do this time around, so our main contributition as a team was to discuss the VFX assets and divy...


