Thursday, July 21, 2016

Latest JCSG Trading Cards

In between my college studies, I've been working on some more trading cards for my Jet City Saber Guild teammates. Really hard to find time to balance everything with my family visiting me from Baltimore, but I do the best that I can.

Anyways, here are the comparisons of each card, next to their original photos, which are resized down the files are very large for many reasons. I don't know who the photographers are, but I am assuming they are from another teammate.




Monday, July 18, 2016

3D Character Poses

It's been a bit since I've made a new post, but I'm back in school now. I am having fun in 3D Character Animation. I feel like, these rigged models are really just articulated action figures. Anyways, here's my week 1 homework. Sam is really limited in the hair, legs, and shoulders, but I think I pulled the poses off rather well, despite the rig's limitations.


Thursday, June 30, 2016

Various Acrylic Work

These are some of the paintings I have been doing in my Acrylics Class where I have been experimenting with various techniques.

Monday, June 13, 2016

Final Update for Adv Lvl Design Class

So I've managed to make the level somewhat presentable, at least in terms of unwrapping particular objects.

Overall view of level

Overall footage of the level in simulation

My coding for health and key collection is still crappy, but I made an attempt. My character takes damage, but the character doesn't collect the health (bar doesn't update) or keys. Hearts and keys don't destroy themselves either, once the player has collided. Not sure what I did wrong this time.

Footage of the player interacting with environment, health damage, keys.

Here are the screencaps of my coding for the HUD, health/damage system, and key collection.


 Full Health
Damaged Health
HUD Widget
Health Bar Blueprint




Damage Box Blueprint 
 Damage Player Blueprint 
Damage Spike Blueprint 



 Heart for Health Regen 
Heart Blueprint 



 Key
Key Blueprint for HUD
Add Key on Character Blueprint





Sunday, May 29, 2016

Adv Lvl Design Week 8

So this week, with the help of my instructor, I'm managed to get the door system fully functional with no weird teleportation due to the character controller coding. (*Video still uploading on youtube)








I am currently working on unwrapping, since I'm having issues with the player running on my rock ledges. I'll also be working on creating a health system, so that the spikes do damage to the player, as well as give meaning to the heart collectable within the level. After that is finished, I will be creating another collectible system, for the final door. Ten keys are needed to be able to finish the level.

Sunday, May 22, 2016

Adv Lvl Design Week 7

So this week, I started to unwrap some of the UVs of my objs, as well as finally porting them into Unreal. I am currently coding the doors to teleport the player to the corresponding doors. I got the teleport to work with an input, but the input keys are weird. I'm not sure what I am doing wrong. I just want to teleport the player, if the player collides with the trigger box and the player presses up, they teleport to a point.

My code works, just not how I intended. If you press Up or W when the code is working, even if the player isn't colliding with the trigger, the player teleports anyways. My nodes don't respect my parameters and it's bothering me. When I set the input keys to both Up, the teleport is to one point only, despite having two teleport destinations.





The door map.

Lastly, when I ported the side walls and cave, the game character controller didn't like them. I need to go back into maya and modify the meshes to be friendly in Unreal. The doors, platforms, and stalagmites work well though.



Monday, May 16, 2016

Worm Creature Sculpt Progress Update

My latest progress on my worm sculpture. He is not finished yet. This is shot under a normal light, and two black lights. Created with sculpty, painted with acrylics.