Wednesday, July 20, 2022
Sprint #5 Delivery
For this turn in I replaced my old fog media player textures with a more dynamic fog floor material with panning textures and waves, as well as fog particle systems that populate the scene. I also created a new simulation of the grate using the new model, but it's still a WIP as getting the new mesh and texture to work with the simulation properly was more tricky than expected.
Wednesday, July 6, 2022
Sprint #4 Delivery
For this sprint, I took Chris's feedback into account and tried to have the grate destruction simulation leave metal remnants behind. I also tried to have the hits to the metal be more in sync with the stomping animation. Also trying to figure out the best way to export and import the simulation from houdini to unreal was interesting, but I settled on an approach utilizing Vertex Animation Textures. All that is left is incorporating the actual grate into the sim, and hooking it up to the level blueprint.
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Sprint #5 Delivery
For this turn in I replaced my old fog media player textures with a more dynamic fog floor material with panning textures and waves, as well...
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Even though I have experience with 3D Modelling in Maya, this was a challenging homework assignment for me, and I learned a lot. Prior to th...
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Part 1: For Part 1, I implemented hierarchies, which was helpful to relearn. It is something I will definitely continue to utilize througho...
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For this sprint, I shared the vfx work with Heather. We decided that I would take the lightning VFX, so I worked on those, and they are almo...