Asset Creation
Team Project for the course: Advanced Pipeline Topics for Animation and Game Art (53884) by Moshe Mahler. (2020 spring)
Project Introduction: A traditional Japanese style revitalized world in Unreal
My role: Technical Artist
Software: Maya, Substance Painter, Substance Designer, Houdini, Unreal
My contributions: 1. Model and texture the Tori art asset using Maya and Substance Painter
2. Generate all the game-ready vine art assets in Houdini and explore the pipeline of doing that. I created the overall 24 different vine assets in the scene. I also created the texture for the branch part in Substance Designer. And for some vines, I did an optimization by mapping the geometry into textures. The ivy is the key point to show the "revitalized" style.
3. Create a small foliage asset.
Procedural Destructed Bridge Generator
This is a destructed bridge generator I made for my advanced pipeline course project. The bridge is quite art directable in terms of the way it destructed. We are building a revitalized Japanese style village in Unreal, and this tool can help the environmental artist in my team to set up the environment more efficiently.
RigidBody Collision Sim
This is a collision practice in Houdini. I used Voronoi fracture and glue adjacent to control the collision influenced area and the different collision pieces density of the collision area.
Blood Running Down - Unity shader
This is a shader I created as blood running down effect for a two-week VR project.
Particle Effects- Houdini/Unity
Houdini Particle practice: I made the trail animation in Maya, then made a simple Disney style effect in Houdini.
Unity Particle: Particle effect supports the score moment. I made particles move along different path when scoring.
Unity Shader and Particle: During a two-week project, we need a spiritual creature effect. So I created a surface shader along with some particle effect around it in 2 days.