Broomsmith Case Study Below! Please check out my artstation #techart #UE5 #VR www.artstation.com/artwork/XJRDYw
Broomsmith Case Study Below! Please check out my artstation #techart #UE5 #VR www.artstation.com/artwork/XJRDYw
Week 8 π + Week 9π§ - I am so glad that after a couple environment passes - I was finally able to start set dressing! Many of these models were made by myself, team members Luiza, Payton and some were textured by Brooke! #setdressing #gameart
Something I would aim to do in the future is add a galaxy pattern to the skybox similar to examples shown below, all while keeping it pink/purple.
Week 8 π - To start creating this in preparation for sending our game to GDC I altered Unreal's preset skybox to a moodier nighttime scene. I went ahead and also altered a preset Niagara System to create an effect of fireflies.
Week 8 π - As the environment came together the team needed to address what laid beyond the windows, and what setting broomsmith takes place in. Here was a quick concept sheet I created to help visualize my thoughts.
Week 6 π«and Week 7π½ - Some minor bookkeeping things I completed were making official social medias for Broomsmith (to prepare to market) and create a profile picture drawing for my character in the game Bonez! I also created a social media document for the entire team to post work on to portfolios.
Week 7 π½ - We went through several iterations of this environment as the team went back and forth on color choices. Overall, I am extremely happy with what we have come up with Using the wood beams I wanted to add tapestries from the ceiling to create a witchy environment. They are attached below.
Week 7 π½ - During this week I also reworked and polished an environment made by my teammates Lily and Payton. I had to redo the ceiling and walls to ensure it was game ready. Later into this process I also added a stone floor and stone wall feature to the environment to differentiate the stations.
Week 7 π½ - more paint like. With 5 different stages of pigment blend - the user has ultimate control of the colors that they paint the repairable with. Paired with the particle systems I have been working on it allows for the user to have a relaxing and immersive experience blending paints.
Week 7 π½ - During this week, I went back and revisited our paint mixture meshes. Our team wanted to improve upon (and smooth) the "paint goop" meshes as well as blocking in the pigment shards. I took the original pigment shards made by one of our modelers and broke/warped them to make them appear-
Week 6 π« I focused heavily on polishing particle systems while gaining a much better understanding of the different options within the Niagara system. This was an amazing learning experience and something I am glad I can take into the future! #Ue5
Dev Log 2 for BroomSmith below!
π«§ π§ββοΈπ§Ήπ
first successful particle system #unrealengine :)
Yo if anyone is looking for a fun project to work on some of my students could use a few low poly modelers to help out on their senior capstone VR project!
Hit them up on discord if you want to know more!
Whenever I have to create concepts - I now lean into large shapes and quickly creating a silhouette with an eraser rather than fully rendering things out for time.
One of the main struggles I am currently facing with particle effects is consistent UE5 crashing. Something I am learning is that it is easier to take a preset particle system and repackage it than to make one from complete scratch when I do not have experience.
One success I had with this was creating a pleasant texture with my gradient map, one struggle I had was trying to incorporate the vines from the concept into the model. I decided that they were more good in theory and cut them.
Some of the challenges this provided were trying to lock down an art style that matches lighting, shaders, modeling, and more - AND make it compatible to Quest 3 VR.
During the first weeks of my quarter - I was tasked with coming up with an in depth art bible to assist with extra modelers coming on to our project. Here are a couple slides that deal with vertex painting lights, materials, and some sound design inspiration for our sound designer. #artbible π§ββοΈ
One of my favorite unique models that I have made for our game is our snail - terrarium! We wanted to create a tiny environment on our cleaning desk designed for just our snail cleaning sponges. Here is the original concept and here is the final model!
Here is our cauldron, staff, painting desk, cleaning desk, three paint crushing bowls and pestle in action!
Here are three of the recent textured models. Included is how it was textured using a gradient color palette made in adobe illustrator.
I have been using maya and UV layers to create quick, simple and stylized models for our game ! #3dart #gamedev #art
See below ‡οΈ
Making a player zoo is fun and all, but making the REAL layout really makes it all feel like it's coming together... My senior capstone VR game, Broomsmith, is all coming along swimmingly! #gamedev
Here is a screen recording of one of our particle effects as a WIP - the dragons spray paint breath. The intended goal is to layer materials to allow for a burst of "flame" as well as "paint".
(original colors)
Making texture cards to import into the engine - I have kept some of them desaturated to allow for editing within the engine.
Here are the concepts drawn out to show what is needed. We need a particle system to levitate objects above the cauldron , we need a system that functions as spraypaint, and paint mixing systems for glass, bubbles, goop/slimy, and feathers.