please consider: peridot as squidward and steven as spongebob
Consideration Accepted
Stranger Things
dirt enthusiast

#extradirty

Origami Around
occasionally subtle

@theartofmadeline

祝日 / Permanent Vacation
h
Cosimo Galluzzi
AnasAbdin
Xuebing Du
2025 on Tumblr: Trends That Defined the Year
d e v o n

❣ Chile in a Photography ❣

oozey mess
DEAR READER

blake kathryn

seen from United States
seen from Sri Lanka
seen from United States
seen from Belgium

seen from Malaysia

seen from United Kingdom

seen from United States

seen from Malaysia
seen from United Kingdom
seen from United Kingdom
seen from United Kingdom
seen from Canada
seen from United States

seen from Singapore

seen from Netherlands

seen from Germany
seen from India
seen from United States

seen from France

seen from Malaysia
@homeofthedew
please consider: peridot as squidward and steven as spongebob
Consideration Accepted

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Please check out my art blog at:Â
http://artonthedew.tumblr.com/Â
I’m still fairly new to Tumblr, so I was pretty bummed out to know secondary blogs can’t follow other blogs, and most infuriatingly of all cannot be switched. Just why... anyway, check it out, follow it! it will be a huge help!
In Loving Memory of Counter Top
Carl - Character Controls Guide
W - Move ForwardÂ
A - Move LeftÂ
S - Move BackwardÂ
D - Move RightÂ
Mouse - Use for sight controlÂ
Spacebar - Do Sick Jumps
Carl - Testing and AdjustmentsÂ
After setting the project to run my new game, I finally got a chance to test my new game out. I am extremely pleased that the lighting plays well with the character model and the end result is appropriately thematic. The only issues I came across was the odd way the jump animated and the size of the character model.
I readjusted the timing cue and the actual jump animation using Mixamo’s interface and re-imported the animation. I reached a level of outcome that I can be comfortable with.Â
As for the the character size, I initially panicked and cursed my mathematics skills for failing me when setting up the scaling a pipeline ago, but I found the solution and was very easy to implement. I went to the character blue print and manipulated the model transformation, which also handled the collision capsule. Camera needed a few adjustment but everything turned out fine.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Carl - Blue Print Controls and Event GraphÂ
I suppose this is where my initial setup with inputs come into play, in fact the tutorial has expressed the importance of having the inputs setup in the default engine settings before proceeding to this step. This was probably what was the most difficult to follow within the tutorial, as it dealt with many terminologies that even I have not heard of before. Thankfully, the interface was extremely simple enough and close resembling how materials are setup for models. The ctrl+c trick to organise the graph was most helpful, as it quickly grew into size and complexity.Â
With the controls completed, I am finally ready to test my character out for the first time and run it through the engine.
Carl - Character Blue PrintÂ
I have reached the second blue print of this development which is foocused towards the actual character’s functionality and properties raher than the animations. This step was very simple, set the character collision and the player camera that will track the model.
Carl - Animation Blue Print, State Machine & AnimGraphÂ
The tutorials were really helpful with introducing me to Animation Blue prints and the principle behind State Machines. I did have a short experience with major programming so I was able to quickly pick up and relate with the points the tutorial was making regarding the subject. Finally I got stuck in with the animgraph which was relatively easy to get familiar with. With the help of the tutorial and the state machine principle, I broke down the animations accordingly through conditions which is very reminiscent of a programmer’s pipeline.
Carl - Setting InputsÂ
Just a reminder that these series of blogs are heavily inspired by the series of tutorials that the academia has recommended for me to use. This is a preview of the following major steps I made to setup the input settings which will be functional when I have completed the character. I have noticed that the recommended settings are leading to an inverted look up and down mouse settings, but I have decided to follow on for reference sake. I am more a fan of the traditional directional controls.
Carl - Import and Material Setup
This is just a small preview of my import results. Skeleton and animations were included in the project without any hassle. Assigned the appropriate materials into their respective meshes and came upon only one issue. The model Carl appears to employ alpha channels in order to handle the materials on his hair (which is actually comprised of one big material including everything else). Attempts to apply transparency were not successful, so I have set aside this problem until I have completed the more integral elements of the development. I may or may not try to fix this issue again depending on schedule.Â
One note: I did not picked up a running animation from Mixamo due to the cost of $15 ($20 USD) it required. My character will appear to have walking speed available, I could say he has advance form of osteoporosis due to poor financial situation to afford medical treatment.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Assemble and Light
After some tests, I did came across a few UV errors, and proceeded to correct as many of them as possible until the error prompt showed none. A few boxed and a few monitor screens were easily stamped out, and it took a bit of work but the UV issues on my chair model was also corrected. Unfortunately I have ran through many attempts to correct the issue with my sofa model and failed over this remaining error. It’s impact is not too noticeable so I have begrudgingly placed this issue aside in order to attend to the core of my pipeline.Â
The scene setup was completed and lighting was applied. Some shadow bleeding did arise after attempting to use static lighting. After playing around with a  few solutions which included manually re-adjusting each light map on my models and failed, I have opted to set all the lighting into movable state. With a bit of adjustment I managed to reach a pleasing outcome. It probably does not measure to the same level of detail if I were to have successfully applied static lighting, but in this case I only had enough time to work around what I have already attempted to amend.
Assessment 2 - Game Plan
Break down of my approach:Â
1. Perform small lighting tests in order to detect any significant issues in the model UVs.Â
2. Setup the scene (collision and placement) and build final lighting.Â
3. Import gathered FBX files courtesy of Mixamo website.Â
4. Basic setup of character (Carl) materials. I will not be placing priority to this element, just enough to have the character remotely serviceable.Â
The following steps are inspired by the recommended YouTube tutorialÂ
5. Setup default inputs to prepare for character functionality.Â
6. Setup animation blue print.Â
7. Setup character blue print.Â
8. Setup Character controls using prior input settings.
9. Run tests to check character functionality and interaction with lighting and model collisions.Â
10. Make any adjustments I feel necessary to character movement settings (from blue print)
His name is Carl, and he shall be my Carl.Â
He appears to be the most appropriate looking character to use in my setting. a real bookworm he is.
Assessment 2 - Where to Now?
After the unfolding development of Assessment 1, I realised how many items I needed to correct in my models. Thankfully, my UV’s appear to have the smallest number of issues to tackle, the same cannot e said for my light maps. I need to look further into those, and get the objects with UV issues corrected and re-imported as soon as possible so that I can get started on setting the scene out with lighting.Â
In the positive note, I have gone through some video tutorials on how to get started with setting up a character in UE4 (a lengthy process in itself) and have gone through Mixamo to choose my creative victim.Â
Assessment 1 - Reflection
During this learning process, I was able to learn many techniques and practices in modelling as I had very little of it before the commencement of my assessment. While I learned about very useful and fascinating subjects I had known little of such as normal maps, specular maps and real time rendering, I came across some issues that I were never able to solve during the length of Assessment 1. The biggest flaw I was not able to trouble-shoot was the degenerate tangents that UE4 has notified me that my models all had. While this problem is unsolved as I write this reflection, I am determine to find an explanation, and perhaps even a solution beyond the production limit our academic requirements have set.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Finishing Touches in UE4 and Crazy Crazy Bump!Â
With my assets properly categorized, it helped ease the burden of the editing process especially when it came to setting up the materials. This task was the most taxing on my machine and going through the materials one by one and setting them up individually was time-intensive. I also used crazy bump on the side of my pipeline as it helped me observe the effects of each specular and normal map on my objects. I was not able to discover why maps such as those displayed very oddly in Autodesk Maya, so applying and previewing them in UE4 proved to be the more effective route.
Modular Corridor PreviewÂ
Made my first few modular segments of my corridor. I am quite pleased on how they turned out, although some seam issues still persist. I believe that they match the thematic design of the concept very well.