Gabi Capraro FIEA Art Blog
Sunday, December 11, 2016
Final Assignment: Putting the Car into Unreal
For our final assignment, we were supposed to export our car into Unreal. Because my model is not very realistic, I decided to make it appear as a toy car in the scene; more specifically, as a Christmas present, since we are coming upon winter break. I created the scene using the standard asset pack and the urban interior pack in the archives.
Sunday, November 20, 2016
Week 6: Maya Modeling Project
We mixed things up this week by moving from level-making in Unreal Engine to modeling in Maya. This was my first time creating something in Maya (besides a beveled box, but let's be honest, that doesn't really count).
For this assignment, we were asked to model and texture a car.
We started by using reference images, importing them into Maya after separating them in photoshop, then began modeling the car:
After creating a rough outline of half of the car, I moved the vertices around to give it more shape. |
Trying to get a feel for the areas around the wheels. This was probably the most challenging part for me, as I could never seem to get them as round and clean as I would like. |
Adding the side mirrors |
Adding the wheels |
Adding the spoiler |
The finished car, with a blinn applied to it. |
Sunday, November 13, 2016
Week 3-4 Assignment
This level assignment required us to create a level that was both functional with a list of criteria, as well as aesthetically pleasing.
I decided to create a pirate island after looking through the available asset packs on the Z-drive. Once I had a theme, I knew how I wanted to layout the level, and how I could use the theme to influence how I used the criteria. To add more game elements, I created a goal for the player as well as hazards. To get across the large body of water, the player has to jump on small platforms, or get on a moving boat, either way, it requires proper timing. The goal of the game is to find the treasure by following the path of coins.
The Character Blueprint: The character can sprint, double jump, and crouch |
The original idea for the map |
The more complete version of the map |
Creating the Loot Box |
The elevator matinee |
Creating the rain particle system |
Adding "bobbing" matinees to the platforms and boxes |
Adding foliage and props |
Sunday, October 30, 2016
Week 3 Assignment: Terrain Tool and Geometry
This week we were asked to construct a level using the terrain tool and geometry. For this assignment, I wanted to make a structure that felt "natural" and sort of a part of the terrain. Originally, I had wanted to do a sort of haunted mansion to fit in with Halloween, but settled on a lighthouse instead. I also used blueprint for the first time, creating the jump pads through a tutorial, as well as creating a trigger for the main light in my level. The light is remains off until a player gets close enough to it, then turns on and stays on.
The point light is in place by is currently not visible |
Adding the trigger volume |
The light is activated by the player |
Blueprints:
Besides adding the light trigger, I also attempted to create an animation to open the door, but this did not cooperate, and I scrapped it for time reasons.
Here is a short video of my level
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