Wednesday, July 30, 2025

Monday, July 28, 2025

Monday, July 21, 2025

Portfolio #3 Week 02

 SCHEDULE:

1. Week 01 - Address UVs and texture research for stylized PBR. 2. Week 02 - Substance painter jail. 3. Week 03 - Polish textures and nice lighting set-up/renders turntable for presentation.

WHAT ACTUALLY HAPPENED THIS WEEK: 

1. I sprained both (yes both) of my wrists.

2. I broke my toe. 

3. I got a fever for 3 days and was hallucinating off of cough syrup.

You can guess the order of how these happened.



Anyways here's the block out textures I did and the goal is to get it not look like straight out of substance generators (which is currently is).


The lighting for this hasn't changed but it WILL BE. TRUST. 

Wednesday, July 16, 2025

Sprint Delivery #5

 

Worked on texture iteration, here is the photo of everything in engine.


Monday, July 14, 2025

Portfolio #3

 For this project I'm going back and finishing a project where the last thing I needed to do was focus on texturing.

SCHEDULE:

1. Week 01 - Address UVs and texture research for stylized PBR. 2. Week 02 - Substance painter jail. 3. Week 03 - Polish textures and nice lighting set-up/renders turntable for presentation.

Reference: 





Monday, July 7, 2025

Research Project

 For this research project, I was interesting in creating a moving screen material in unreal for my tamgotchi model!

The goal was to create an LCD type screen that would resemble what would traditionally be on a tamagotchi, but with a little bit of *spice*.


The Goal:

1. Base texture (flipbook animation)
2.Dot Grid Effect as would appear on an LCD screen
3.Have some form a screen flicker
4.Add a subtle vignette to the screen for screen fade
5. Jitter and Scan/"sizzle" lines

1. Flipbook Animation (Optional Static Noise)

  • Add Texture Sample (a sprite sheet of glitch frames).






2. Dot Grid / Pixel Pattern

  • Add a Dot Grid Texture (tileable).

  • Multiply Texture Coordinates by a high value (ex: TextCoord * 100) to tile the pattern.

  • Multiply or Lerp this with your Base Color to simulate screen subpixels.

  • Optional: Invert grid (1 - Texture) for different styles.

3. Flicker Effect (Backlight Variability)

  • Add a Time Node → Multiply by speed ( ex: Time * 6.28)

  • Pipe into a Sine Node → Output ranges from -1 to 1.

  • Use a Lerp node (A= 0.8 B=1.2) → plug Sine result as Alpha.

  • Multiply Lerp output with Base Color or Emissive to simulate flickering brightness.

 4. Vignette (Darkened Corners)

  • Use Screen Position node → get Normalized Viewport UVs.

  • Subtract 0.5 from both X and Y → Center it.

  • Get Length of resulting vector (distance from center).

  • Apply 1- Saturate *2.0 or Smoothstep to shape falloff.

  • Multiply with Emissive or Base Color to darken edges.

 5. Scan Lines (Horizontal Glitch Bands)

  • Use Sine(Time + UV.y * Frequency) for animated lines.

  • Or use Frac(UV.y * 100) to get horizontal bands.

  • Optional: Combine with Noise Texture for jitter.

  • Add or Multiply this with Emissive to create line flickers.

 

 7. Combine Everything

  • Multiply or Lerp all effects into a final Emissive output:

  • ((Base Color x Dot Grid x Flicker x Vignette) + Scan Lines) x Mask -> Plug into Emissive Color

FINAL OUTCOME:


Portfolio #2 Final

 







Physical Fabrication Projects

  One Sticker Set Monster Hunter Sticker Set One Fine Art Print