Technical Art

Universal Villian-Con
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Universal Villian-Con

Role: Unreal TA
| Client: Universal Studios Florida

What started over a year ago as offsite development has turned into onsite integration at Universal Studios Orlando. While onsite I worked out of Universal's offices. It was a nice change of pace to be working with a client in their Studio. There's...

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Clash of Clans
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Clash of Clans

Role: Unreal TA
| Client: Super Cell

Recently our studio Squeeze was tasked with creating some user acquisition ads for Super Cell's Clash of Clans. I was responsible for the technical art systems in Unreal. This included...

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nHair Chain Strand Rig Part 2 of 2

nHair Chain Strand Rig Part 2 of 2

This post is a continuation of my last post here. In the first post I explained that I was trying to create a strand of chain that was dynamic, but pinned at both ends like a strand of Christmas garland. At the time I wasn't able to find any...

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nHair Chain Strand Rig Part 1 of 2

nHair Chain Strand Rig Part 1 of 2

Rigging... It's not my favorite aspect of 3D, but that's probably because It's also my least practiced. What better way to learn though than to jump right into nHair and IK Splines, right 😀 ? My end goal with this rig is to have several strands of...

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Feeling Winded…

Feeling Winded…

After finishing the fire effect for my project it's time to move onto the wind portion. To create a tornado the first thing I did was jump into Maya and start setting up emitters in a fluid container. Good lord was that a bad idea. The particle...

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Fire Starter

Fire Starter

I've started a new project involving Maya and Zbrush and a big part of it is going to use simulation data from Maya. There are three parts, smoke, water, and fire. I haven't created a fluid effects fire in a while so I thought I would spend the...

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CGFX Shaders: Cubemaps

CGFX Shaders: Cubemaps

After my work establishing a Phong model shader I wanted to incorporate cubemaps. Everything went fairly well. The next step is to combine this shader with my normal map shader. If all goes well I can get that done tonight. I'm having a lot of fun...

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My First CGFX Shader

My First CGFX Shader

I've put if off for a while, but today I decided to jump into writing shaders. It took a while and a lot of wikipedia searches, but I finished tonight after having started this morning. It's a Phong shader based on a Lambert model. It has an added...

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Graveyard Shot Final

Graveyard Shot Final

I've finished the UDK graveyard scene I was working on and started another 🙂 This scene was fun to work on and it gave me a better understanding of the Unreal Engine as a whole. The most interesting part of the entire process was learning the UDK...

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Graveyard Scene WIP 1

Graveyard Scene WIP 1

Just before I left for Montreal I was able to snap some pics of my graveyard scene. I've got most of the modeling done, as well as the sky and rain systems. The Ivy on the foreground grave still needs to be skin weighted for wind movement, whereas...

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Grey Packing

Grey Packing

Whaa, hugh? What the heck is it? Well grey packing refers to creating textures in photoshop that in and of themselves are not particularly useful, but each channel of colour, and possibly even an extra alpha channel contain useful grey-scale...

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UDK Windy Grass

UDK Windy Grass

Making grass move in the UDK isn't overly complex but it does requite a decent handle on Maya and the Unreal Development Kit's material editor. The concept at it's core is to use the Material Property "world offset position" to make your grass...

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Maya Software Clouds

Maya Software Clouds

http://www.youtube.com/watch?v=OZSrcfr3f9c   The above video is a slide show of viewport renders from a few evenings ago. I am working on a project that needs clouds and I thought I would give fluid container clouds a spin. Playing with clouds...

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A Grave Affair

A Grave Affair

I'm creating a cemetery scene so you can imagine that I'm going to need some tombstones. I have sculpted another since my last WIP and thought I would share it. As I was breaking down the scene I was trying to think of ways I could maximize my work...

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Game Trees WIP

Game Trees WIP

I've been watching people model trees all at work over the past few days and it's driving me crazy. I must make a tree! So in keeping with my current project I'm going to sculpt an evergreen tree in the with snow on it for import into the Unreal...

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Tombstone WIP 3 – Cloth

Tombstone WIP 3 – Cloth

Since my last update I've added a cloth skeletal mesh to the scene. Cloth inside the Unreal Development Kit is something I've always wanted to take a look at.  After watching a quick tutorial over at 3D Buzz I was ready to start setting up my cloth...

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Tombstone WIP 2 – UV Work

Tombstone WIP 2 – UV Work

Since my last update I've stopped working in ZBrush and started testing in the UDK. My goal for this update was to have the light maps working with a basic material in place. The first shot on the left shows the low poly tombstone with it's UV's...

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Tombstone WIP – Sculpting

Tombstone WIP – Sculpting

Over the past few years I have really started to feel dependent on Maya as my 3D application of choice. It's an amazing piece of software, but when it comes to creating game assets ZBrush eventually came impossible to ignore. This is my first...

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V-Ray WIP

V-Ray WIP

Yeah that's right... I've decided to finally check out VRay and I have to say that so far it's been a lot of fun to work with. I haven't gone through all the settings yet, but I'm trying to get through working on a piece while learning the suite....

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Late Night With Mental Ray

I have wanted to try a late night render for some time and I got an excuse to do so recently. A lot of the time went into getting the final gather and global illumination to behave correctly.  There are two area lights outside the windows lighting...

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Zbrush to Maya: Tiling Meshes

Zbrush to Maya: Tiling Meshes

I've wanted to try this tutorial for a while and now that I have I thought I would share it with you guys. Creating seamless textures is one thing, but tiling mesh surfaces isn't always as easy as it may seem. Osart has posted a tutorial on his...

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