Tuesday, December 2, 2025
Week 15 - Final - 'A' Stage
Friday, November 28, 2025
Week 14 - VTube Studio PyQt Plugin
This project was brought on by one of my best friends who does Vtuber streaming, Kudamahou, sharing some of the aspects of her model, specifically the model's base PRISM Customizable Vtuber Model, which requires the use of numeric sliders to dictate the colour as opposed to a colour picker/limited colour selection. She shared how this can cause trouble colour matching when elements are similar and voices wanting some form of solution.
As a result I decided to experiment with how to make a small tool to resolve this, something to take the vector 3 value (RGB) with a colour picker and turn this into a numerical value that Kuda could easily use to fill in the model data.
Thursday, November 27, 2025
Week 14 - Cyberpunk Character
Week 14 - Procedural Foliage Methods in Unreal Engine 5
WIP Beauty Shots

In it's current state, this is very bare bones but allows for easy customization of foliage tools to the best of my ability. While I'm still working with the placeholder foliage I have the wind speeds set up on a Material Parameter Collection so they can be automatically updated as needed. However I do plan on updating this, or at least tweaking the formula as soon as I get further variations in.
- Better naming for parameters - i know what they mean, but test subjects (aka random people in the cohort) do not - that is a problem.
- Material difference between vines and leaves
- Add more variety of plants outside of daisys, spruce_tree_01, and a vine texture from google
- I don't think the lights inside should be flickering, it looks like a bug and is otherwise unnoticeable. I'd just remove it
- The depth of field causes a great deal of issues with certain parts of the foliage that should be in the midground, but for whatever reason appear in the fore / background because of the blurring
- your composition is good, but I think the actual model for the church is somewhat lacking. I can't put an exact finger on it, but it somehow seems out of place / noncontiguous with the rest of the environment. I blame the detail of the ivy - maybe some more grunge on the church?
- I think that, while the scene doesn't appear static, I think it is missing some points of intrigue beyond just the church. Maybe some particle systems of bugs or god-rays could add some interest
- The ground texturing feels quite flat. It could be from the DOF but i think it could be pushed further regardless. If you're unwilling to push higher fidelity on the landscape mat (which is fair) then i'd up your foliage actors in general, the church is being overtaken by vegetation so it's make sense that the surrounding area is quite consumed by nature im thinking more of the context of the scene here
Friday, November 21, 2025
Week 13 - Ice Druid Sculpt
Character Creator 5
I took majority of this week to play around with Acurig on Character Creator 5 (big shoutout to Mark from CH21 for recommending it!) as it will help me figure out what elements should be sculpted in post-pose effect versus sending through Acurig - which is a pain since it has a max polycount budget of 300k.
I did a test pose just to see how the skin weighting would work and learned that most of the chain/bell elements would be better sculpted in motion rather than in A pose. I also took this chance to change her horns to closer what they appear in the concept and make small adjustments according to the feedback from last week.
Posing References
I wanted to pick a pose that was stable and powerful looking, however as I did more moving I realized this would hide a lot of the visual elements/fabrics and cause odd wrinkles that could be hard to sculpt/print.
Current Pose
I'm not 100% happy with how the pose is coming out so far, It feels far more active than anticipated and treaded the line of being scared/fearful for much of the process. I will likely pause and put time on the staff before continuing with this pose/returning to revise it.
Staff Design
Although Purah herself has a lot of art reference, her staff does not. The staff is a custom weapon made by our Game Master (who runs the game of Icewind Dale) as dropping from an Ice Hag upon killing her.
This weapon is very powerful, as it has four different spells its able to cast, in addition to being able to fly. This staff origionally had a curse upon it, where if the user did not cleanse it with blood, it would suck away at the user's life essance.
Although the archetype of hags are commonly seen with weapons, I wanted to make this weapon feel unique, both due to it's powerful nature, but also because it perfectly compliment's Purah's character arc.
I plan on sculpting small clumps of snow a the top of the staff and covering the bottom in a blood red to further tie it together.
Overall References
I added more references for, obviously, the pose and staff, however I also added more material to the skeleton clothing, hair, and alternative weapons that could be added onto her design from her character sheet as additional scope.
- Emphasize that corset by making the dress underneath pop out more to show the fabric compression
- Add more anatomical forms on that spine, I think it's a cool design element and you can push it even more.
- I would also think about how the character would actually move, like how can she bend with that wide corset and those rigid elements around her lower back.
Week 13 - Houdini Workshop
Building Scaffolding Demo
This lecture was a really fun assignment as it helped me get a much better understanding of procedural geometry generation for Houdini and Unreal. Specifically in exposing the parameters to Unreal to further edit. I wanted to go ahead and map out the process for future reference while working on my procedural foliage generation tool for my Tech Art Final.
Breakdown
This node section is focused on combining all of the elements shown, move_to_grid_points duplicates the column points and places them at the vertex of each of the base points. match_size places the points at the top of the column so theres no intersection.
Finally, the copy01 is what duplicates the levels of the scene ontop of each other over and over. This node is connected to the size of the column node at the top (specifically the size.y) with +.1 to account for size differencing. When exporting to Unreal Engine both the column_size.y and copy1_translate.y (renamed to Floor Number) as parameters.
Module in Unreal Engine with exposed Floor Numbers and Floor Height.
Week 15 - Final - 'A' Stage
UI Implementation on main screen and HUD Texture fixes Setting up controller support for the Witch Perforce Proof
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Sculpt / High Poly Custom IMM brush for the bolts Low Poly 8308 faces / 16,316 tris UVs fit into 2 UDIMS Bake Maps Used the Nhance Diffuse ...
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Final Texture Base versus Final Bake Maps Used the Nhance Diffuse material in substance painter for base colour & Very Normal Paint ...
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Character Creator 5 I took majority of this week to play around with Acurig on Character Creator 5 (big shoutout to Mark from CH21 for recom...

















