Tuesday, August 2, 2022

Pokemon VR Experience: Final Sprint

 This sprint I re-did two of the Professor's animations! The original animations were causing issues so I replaced them with these. Now the Professor doesn't awkwardly wave during battle and when he wins he looks excited!




Wednesday, July 20, 2022

Pokemon VR Experience: Summer Sprint #5

 This sprint was mostly house keeping and polishing. After updating the animation asset list, I checked in with each animator to make sure that their animations were correctly imported and completed. Once the team noticed that some animations will still not working properly in the game, I delegated the tasks to the animators that wanted to tackle them. Afterwards, I was on "stand-by" in order to help out with any road blocks my fellow animators had before our next critique presentation.

Thursday, July 7, 2022

Pokemon VR Experience: Summer Sprint #4

 Before and during my time out of town, I was working on a solution for the Professor's Pokeball throwing animation and his Idle (where he also has the Pokeball in his hand). I tried importing into Unreal Engine and exporting the animation from Maya a handful of different ways- to no luck. I updated one of our Tech Artists on the problem and the task has now been shifted to them in order to find a solution. For the next upcoming sprint I'll be back to making sure all animations are refined and in engine, ready to go.

Below is how the import looks currently.





Wednesday, June 22, 2022

Pokemon VR Experience: Summer Sprint 3

 This sprint was all about animating the Professor! I was in charge of his walk, idle, and talking animation. I'm having importing troubles with his Pokeball which will be addressed at the beginning of next sprint.







Tuesday, June 7, 2022

Pokémon VR Experience (Summer Sprint #2)

 For this sprint all of the animators tackled Squirtle! I was in charge of four animations: Idle, Notice Me, Faint, and Being Carried. Below are some recordings of them in engine! 










Tuesday, May 24, 2022

Pokemon VR Experience (Summer Sprint #1)

 This sprint I met with all of the team's animators and went over the entire animation list. It is now color coded and every animation is assigned. Each animator was assigned an equal amount of animations to complete.

My animations were Bulbasaur's Growl and Flinch. These animations were prioritized in order for them to be put into the battling state machine.










Wednesday, April 20, 2022

Pokemon VR Experience (Sprint #7)

 After lots of help from my team to help fix up Squirtle to be animation ready, he's ready to be put into the experience! Other than trying my best to fix the rig, I tackled Squirtle's carry, fall, and land animations.












Wednesday, April 6, 2022

Pokemon VR Experience (Sprint #5)

 This sprint I tackled something I never thought I'd do again- I rigged a character. Is it the best? No. Is he functional and not terrible to animated with? Absolutely. I'll be getting with tech artists to help fix it up and make the tiny adjustments to make Squirtle go from just functional to great. Here is his range of motion animation to show how he can move.




Wednesday, March 16, 2022

Pokémon VR Experience (Sprint #4)

 This week I got to animating Charmander with the updated rig! I updated his idle and created his animations for being carried and dropped by the player. Next up is rigging Squirtle which I'm very excited for!






Here is the Unreal Engine Forum post I made for the project! https://forums.unrealengine.com/t/fieavr-pokemon/505195/7 



Wednesday, February 16, 2022

"Tangled" VR Experience Sprint #2 and #3

 For Sprint #2 of the "Tangled" VR Experience I was tasked with posing Pascal in certain poses that he will do during the storyline of the experience. Below is a screen shot of them ready to be used, but still need to be fixed and animated.


For Sprint #3 I was in charge of the water VFX! I made a Particle System for the water splash when the oar hits the water. Afterwards I created a Niagara System for the water splashing off the sides of the boat as it moves. I still need to slow down how quickly the water particles travel. I'm not the best at blueprints and using Unreal Engine, so I'm pretty proud of myself! Neither of these are in the experience just yet, so here are the screenshots of them in Unreal!




Friday, January 21, 2022

"Tangled" VR Experience: Sprint #1

 For this sprint I was able to produce some test animations! Due to the Pascal rig not ready to be animated, the animators on the team found a rig very similar to that of a chameleon. With this rig I referenced live footage of chameleons (mostly using their tongue) to understand what a functional chameleon rig would work like.


Linked below are the reference clips I used!

Test Animation #1 Reference: https://youtu.be/KJtaIqahi3I?t=10
Test Animation #2 Reference: https://youtu.be/IWZNORWXNQ8?t=8


Thursday, November 11, 2021

Concept Art and Shape Language

 This week I made concept art for five different characters! I did lots of research into the characters and/or the previous iterations of their personalities. I then recreated my shape language slides to include my own art work and to show how the shape language translates to our experience's intentions.












Thursday, November 4, 2021

Art Style Guide Slides

 Here were the slides I was in charge of! I did all of the Shape Language and Animation Style!






Thursday, October 28, 2021

Little Nightmares Style Slides

 I was in charge of the "Shape Language" and "Animation Style" slides! The others included here are ones I contributed to or helped edit!






Thursday, October 21, 2021

Tale of the Dormouse Slides

 Here are the slides I've done for the Dormouse's Hero's Journey! We all used the "Oil Paint" filter so they looked uniform! I had fun photo-bashing these images!








Monday, October 11, 2021

Finished Crate (Textured and Rendered)

Here is my finished crate after I painted it in Substance Painter and put it in UE5! The geometry really looks rough but I'm glad my texture looks okay! 


Thursday, October 7, 2021

Modeling to Illustrating

 Here is my illustration of Anakin’s pod racer! Here’s each part of the process!



Monday, October 4, 2021

Crate Asset Part 2

 Here is my process of my Crate as I worked on it through Zbrush, Maya, and Substance Painter!

Exporting my crate in Maya to an FBX file for Zbrush.
Putting the crate into the ZBrush space!
I added in the light scratches on the outer hexagons and added the panels and latches!
Gave it a base color in ZBrush and exported high and low poly versions of it! The high poly door version was made a while later when I realized I hadn't exported it.
This was my attempt at Quad Drawing the lid/door. I learned a lot but this is very messy and I have a lot to learn still.
Here is my high-poly crate next to the low-poly crate!
Here is my crate's UV Map!
My crate is now in Substance Painter with it's UV Map!
Finally, here is the crate in Substance Painter with the environment and shadows turned on!







Wednesday, September 29, 2021

Common Art - Composition Illustration

 For this assignment I was inspired by Eyvind Earle's art style! His use of shadows and clean shapes without line art works so well with his environment pieces. 


Below are all of the pieces I looked at for inspiration!







Monday, September 27, 2021

Crate Asset Part 1

 Here is my crate along with a beauty shot of it using Arnold and a shot of it inside of UE5!




Here is what I'm referencing!





Pokemon VR Experience: Final Sprint

 This sprint I re-did two of the Professor's animations! The original animations were causing issues so I replaced them with these. Now ...