WIP Character Rig

Here is a work in progress rig I’m working on with a character a friend has graciously let me borrow. Geoff’s website can be seen here: http://geoffkaiser.weebly.com/

My goal for this project is to make a cartoony character that can use cartoony animation like deformations and bring them into the Unreal Engine. I plan on experimenting with both morph targets and alembic. The control rig is also an experiment for me, using shapes instead of curves to control the rig, so that the animator can better see what they are deforming.Capture.PNG


Unreal Engine Forest Part 4

A milestone update on my forest project. The water shader has been updated, as well as the moss on the walls, the landscape material, as well as a model and texture update to the grass. New stone circle rocks and stream rocks have also been added. I’ll add a video showing interactive animations and vertex painting in the future.

Work in progress posts: part one, part two, and part three.

Unreal 4 Project

I’m working on an independent project on procedural shaders using primarily the Unreal Engine and Substance Designer. My goal is to focus on a natural but slightly surreal small environment.



Thumbnails for the key areas of interest.

Here are some work in progress screenshots of the environment currently. I’m still working on the other environment effects and placing more models. The trees were created with Speedtree and the textures are placeholder. The grass I created in Maya, using this method, and I plan to add more variation.



The grass shot. This was created before I was finished greyboxing the area and no fog effects are added.




Post process fog effects added. First pass at god rays from the first two thumbnails.





Another camera angle.



A pathway to another area of the map.



A rough block in of the waterfall area.

I’ll update in a week or so with more progress shots.

Some photo reference I took for this project: