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@teaganfallonthesis-blog
Rough Previs of my scene. A lot needs to be reworked including; the landscape, spacing of the buildings, foliage (which has been updated since i made this video) also the camera moves need to be refined and edited.
Also trees...
My final foliage assets for my thesis project. I really like how most of these came out. However, a couple of the foliage assets need some overhaul, but unfortunately due to time constraints I will not be fixing them for the final submission. However, after school ends I would like to go back and improve them. I’d also like to figure out how to get a better wind animation going on all the foliage. I’ve looked at some forums online about wind material expressions, but right now its too complex and time consuming to perfect and get production ready. Again this is something I’d like to work on during the summer, but right now is just not possible.
This is the final version of my landscape material. I am extremely pleased with how it looks. It simply blends between a sand material and rock material. Well, its not as simple as that but that’s basically all that’s happening here. This is rendered in SD Iray, and I apologize for the graininess of the images, Iray works best with an NVidia card and I don’t have one so I had to resort to CPU rendering which took kinda that’s why they are grainy. There are several controls for coloring of individual rock layers, as well as sand color. There are also controls for rock density and size and all that. And finally, there are controls for blending the sand rising between the rocks, which I admit was far more difficult than I thought, but luckily I did it. There is also another mask feature which is intended to break up the procedural look of the rocks.
The mask also accepts a custom image. So I intend to create a vertex color mask in ue4 which I can then apply to the mask so I can effectively vertex paint in UE and then have the substance update to reflect the change. This will be done in the near future.
Cloud System so far, need to finish the grid generator in the blueprint, as well as an optimization pass. As of now, the more clouds are spawned the lower the frame rate. So I’m thinking I may need to do away with transparency and use a color fade driven by a depth pass. Also, as you can see in the picture it does not extend to the horizon line. I will also need to account for that, but I’ll have to do something fancy because I’ll need to work in the curvature of the Earth, as right now the clouds are really sitting on a flat plane.
I’d also like to add a mask to increase some variation in the cloud grouping as well as randomizing the scale of some of the clouds. I think most of this can be driven by blueprints, as I want these to change over time.
Otherwise, I like how it is coming out, it looks pretty legit.
Weekly Progress Update
Hours Worked: 45 - less than I wanted, but I needed to catch up in some other classes.
Last Week: So last week I moved on from creating the spline-based particle fx to weather. And have been creating a cloud system that can change speed, direction, and density. I’ll be finishing that this week.Â
This week: I’ll also be working on dust fx and rubble/debris fields for sand and rock shattering.
Weekly Update
Hours worked: 55
Last week: I worked on attempting to mimic plant growth and particle flow along a curve. Evidently the reason I couldn’t find any information on curves is because UE refers to them as splines. So after that bit of info I immediately found lots of reference and tutorials on that. However I was not able to get far enough to get the particles working yet. If I can’t get it done today (Tuesday) then I’ll have to bite the bullet and either work on it at the end of the semester or drop it all together.
This week: I’ll be turning my attention to creating procedural/volumetric clouds and other various, ambient weather effects (Like dust, wind, etc.)
This is the substance designer node graph for the ripples I created. This is the third iteration and am quite satisfied with the result. I discovered that simpler is better. Earlier I tried dissecting other substance materials that people had made respect to sand and rock materials. Unfortunately their methods were more complicated and didn’t give me the more natural result I wanted.
The mask needs some refinement, but for now it gets the job done. Also I want to add a global warp attribute. Or something that I can scale in UE4 to create large bends in the ripple so instead of them being in a straight line, I’d like to add a control that pushes the ripples as is they were following along a dune.
Sand ripple types.
Sand Material as is. I’m still working on creating more realistic ripple shapes.
Weekly Update
Hours worked = about 55 hours
This week I worked mainly on creating materials (sand and rock) for my landscape. Learning Substance Designer is fun but time consuming and I’ve still got a lot of work left to do to get the sand ripples looking right.
Next week I’ll be quickly finishing up the sand material, putting some foliage into the scene. And then hopefully get quite a bit of work done on my growing plant animation. So doing some more refinements, but mainly getting it into the Unreal Engine.
Simple screen of my environment in progress
I worked on this effect over the winter break. The effect is built off of curves that the particles are constrained through via Maya’s Curve Flow scripts. The amateur flowing of the tendrils is caused by nHair dynamics. I’m still refining that motion, but right now it’ll have to wait until later this semester.
Hours Worked last week: 60
Finished making all the models for my environment, partially laid out the scene. Still working on sculpting the landscape inside UE4, its a little weird but I think it’ll work fine.
Plans for next week are to finish the environment. That includes foliage (which I haven’t touched yet), sprite clouds, and sky detail (most likely working off of Unreal’s sky editor.) Also if there is time, I’ll cleanup the edges where the rocks penetrate the ground plane. I’m working on a blending material based on Deanna Giovinazzo’s workflow, it’ll have to be modified quite a bit, but it’s a good starting place.
Final Storyboard, forgot to post this last year. I know its crap looking but I just needed it to be good enough to get a sense of direction.
This is "Previs Part 2: Unedited" by Teagan Fallon on Vimeo, the home for high quality videos and the people who love them.
part 2