Procedural Planets and Stars
28 September, 2020I got started on a VR space flight sim project and derailed immediately, spending a day doing procedural planets and stars instead. Here's a quick rundown of how I did them!
I got started on a VR space flight sim project and derailed immediately, spending a day doing procedural planets and stars instead. Here's a quick rundown of how I did them!
A quick one day project making a very simple environment and rendering it with the new atmospheric rendering system that shipped with UE4.25
A quick rundown on procedurally skinning / capturing geometry for rigid body animation in Houdini
In an attempt to ease myself into learning how to write GPU raytracing shaders for DXR, I challenged myself to write a traditional CPU raytracer from scratch in C++ to find out how raytracing actually works
I was sifting through some old projects of mine when two projects on animation and gun mechanics caught my eye and gave me some ideas for an entirely new project.
A study in making wheeled vehicle setups in UE4 with a focus on realistic interactions with the world and other objects
A brief introduction to the ComponentVisualizer in UE4 and how to get started using them, for those new to UE4 editor modifications.
A quick weekend project where I put together a simple waypoint system with some proper in-editor route previewing
A study in how to assemble baking meshes and automatically skin and export my Tiger asset all from scripts to reduce iteration time when making mesh changes
A small Unity project about driving tanks, shooting at zombies and causing mayhem.
Learn how to get started writing and running Python scripts for UE4 as an alternative or addition to editor scripting with blueprints.
I've put together an HDA for exporting FBXs out of Houdini while preserving mesh hierarchy, allowing hierarchy-preserving round trips between e.g. Maya and Houdini.
A project focused on the challenge of recreating a german WW2-era heavy tank, the Panzerkampfwagen VI "Tiger" in UE4, with custom models, textures, physics and logic.
My first "one week study" and my first serious attempt at a photoreal digital human in a realtime setting - or at all, really.
Consider this first contact between my tech art blog and the outside world. Hopefully this won't be the last post on here...