Monday, October 6, 2025

Wayfinder chest pt. 3

Base color only render:



Full render with lighting:



Base color render with wireframe:



UVs (2048 x 2048 texture):




I had a lot of fun with the end part of this project! Unfortunately I couldn't go back and sculpt in some of the details that I missed, and some areas were not fully touched painting-wise. My uvs look a little odd because some of the chest parts are mirrored, such as the antlers, head, and legs. Definitely planning on coming back to do more polish later if possible!

Animation State Machine

To start off the assignment, I created my animation and character blueprints for the Quinn character. Most everything was already set up, such as the input mapping. The only input that wasn't fully functional was the jump function, and I set that up using enhancedgameinputs and called it in the character blueprint.



After everything was setup, I created the state machine, adding conditions for idle to jump and back, run to idle, etc. Jumping utilized the isFalling variable I created in order to tell if the character was in a falling state or not.



Here is a video of everything working!


Friday, October 3, 2025

Use of Composition assignment

Starting from a screenshot I got within one of our LD's blockout maps, I then matched up the camera of my screenshot to the camera in Blender using fspy.





Once I imported my fspy camera, I began blocking out my composition by importing Gabe's wolf totem to use as a marker for the teleporter. After this I created trees that could be placed around the area, added lighting, and used Blender's cycles render engine to get my results:



Then I took my render into photoshop, coloring over it, sticking more to Journey's style of simplistic, toon shading.



Wayfinder chest pt. 3

Base color only render: Full render with lighting: Base color render with wireframe: UVs (2048 x 2048 texture): I had a lot of fun with the ...